2020-04-23 00:56:21 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
# include "IOcclusionSystem.h"
# include "mathlib/vector.h"
# include "UtlSortVector.h"
# include "utllinkedlist.h"
# include "utlvector.h"
# include "collisionutils.h"
# include "filesystem.h"
# include "gl_model_private.h"
# include "gl_matsysiface.h"
# include "client.h"
# include "gl_shader.h"
# include "materialsystem/imesh.h"
# include "tier0/vprof.h"
# include "tier0/icommandline.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
// Uncomment this if you want to get a whole bunch of paranoid error checking
// #define DEBUG_OCCLUSION_SYSTEM 1
//-----------------------------------------------------------------------------
// Used to visualizes what the occlusion system is doing.
//-----------------------------------------------------------------------------
# ifdef _X360
# define DEFAULT_MIN_OCCLUDER_AREA 70.0f
# else
# define DEFAULT_MIN_OCCLUDER_AREA 5.0f
# endif
# define DEFAULT_MAX_OCCLUDEE_AREA 5.0f
ConVar r_visocclusion ( " r_visocclusion " , " 0 " , FCVAR_CHEAT , " Activate/deactivate wireframe rendering of what the occlusion system is doing. " ) ;
ConVar r_occlusion ( " r_occlusion " , " 1 " , 0 , " Activate/deactivate the occlusion system. " ) ;
static ConVar r_occludermincount ( " r_occludermincount " , " 0 " , 0 , " At least this many occluders will be used, no matter how big they are. " ) ;
static ConVar r_occlusionspew ( " r_occlusionspew " , " 0 " , FCVAR_CHEAT , " Activate/deactivates spew about what the occlusion system is doing. " ) ;
ConVar r_occluderminarea ( " r_occluderminarea " , " 0 " , 0 , " Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use whatever the level said to use. " ) ;
ConVar r_occludeemaxarea ( " r_occludeemaxarea " , " 0 " , 0 , " Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use whatever the level said to use. " ) ;
# ifdef DEBUG_OCCLUSION_SYSTEM
static ConVar r_occtest ( " r_occtest " , " 0 " ) ;
// Set this in the debugger to activate debugging spew
bool s_bSpew = false ;
# endif // DEBUG_OCCLUSION_SYSTEM
//-----------------------------------------------------------------------------
// Visualization
//-----------------------------------------------------------------------------
struct EdgeVisualizationInfo_t
{
Vector m_vecPoint [ 2 ] ;
unsigned char m_pColor [ 4 ] ;
} ;
//-----------------------------------------------------------------------------
// Queued up rendering
//-----------------------------------------------------------------------------
static CUtlVector < EdgeVisualizationInfo_t > g_EdgeVisualization ;
//-----------------------------------------------------------------------------
//
// Edge list that's fast to iterate over, fast to insert into
//
//-----------------------------------------------------------------------------
class CWingedEdgeList
{
public :
struct WingedEdge_t
{
Vector m_vecPosition ; // of the upper point in y, measured in screen space
Vector m_vecPositionEnd ; // of the lower point in y, measured in screen space
float m_flDxDy ; // Change in x per unit in y.
float m_flOODy ;
float m_flX ;
short m_nLeaveSurfID ; // Unique index of the surface this is a part of
short m_nEnterSurfID ; // Unique index of the surface this is a part of
WingedEdge_t * m_pPrevActiveEdge ;
WingedEdge_t * m_pNextActiveEdge ;
} ;
public :
CWingedEdgeList ( ) ;
// Clears out the edge list
void Clear ( ) ;
// Iteration
int EdgeCount ( ) const ;
WingedEdge_t & WingedEdge ( int i ) ;
// Adds an edge
int AddEdge ( ) ;
int AddEdge ( const Vector & vecStartVert , const Vector & vecEndVert , int nLeaveSurfID , int nEnterSurfID ) ;
// Adds a surface
int AddSurface ( const cplane_t & plane ) ;
// Does this edge list occlude another winged edge list?
bool IsOccludingEdgeList ( CWingedEdgeList & testList ) ;
// Queues up stuff to visualize
void QueueVisualization ( unsigned char * pColor ) ;
// Renders the winged edge list
void Visualize ( unsigned char * pColor ) ;
// Checks consistency of the edge list...
void CheckConsistency ( ) ;
private :
struct Surface_t
{
cplane_t m_Plane ; // measured in projection space
} ;
private :
// Active edges...
WingedEdge_t * FirstActiveEdge ( ) ;
WingedEdge_t * LastActiveEdge ( ) ;
bool AtListEnd ( const WingedEdge_t * pEdge ) const ;
bool AtListStart ( const WingedEdge_t * pEdge ) const ;
void LinkActiveEdgeAfter ( WingedEdge_t * pPrevEdge , WingedEdge_t * pInsertEdge ) ;
void UnlinkActiveEdge ( WingedEdge_t * pEdge ) ;
// Used to insert an edge into the active edge list
bool IsEdgeXGreater ( const WingedEdge_t * pEdge1 , const WingedEdge_t * pEdge2 ) ;
// Clears the active edge list
void ResetActiveEdgeList ( ) ;
// Spew active edge list
void SpewActiveEdgeList ( float y , bool bHex = false ) ;
// Inserts an edge into the active edge list, sorted by X
void InsertActiveEdge ( WingedEdge_t * pPrevEdge , WingedEdge_t * pInsertEdge ) ;
// Returns true if this active edge list occludes another active edge list
bool IsOccludingActiveEdgeList ( CWingedEdgeList & testList , float y ) ;
// Advances the X values of the active edge list, with no reordering
bool AdvanceActiveEdgeList ( float flCurrY ) ;
// Advance the active edge list until a particular X value is reached.
WingedEdge_t * AdvanceActiveEdgeListToX ( WingedEdge_t * pEdge , float x ) ;
// Returns the z value of a surface given and x,y coordinate
float ComputeZValue ( const Surface_t * pSurface , float x , float y ) const ;
// Returns the next time in Y the edge list will undergo a change
float NextDiscontinuity ( ) const ;
private :
// Active Edge list...
WingedEdge_t m_StartTerminal ;
WingedEdge_t m_EndTerminal ;
// Back surface...
Surface_t m_BackSurface ;
// Next discontinuity..
float m_flNextDiscontinuity ;
int m_nCurrentEdgeIndex ;
CUtlVector < WingedEdge_t > m_WingedEdges ;
CUtlVector < Surface_t > m_Surfaces ;
} ;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWingedEdgeList : : CWingedEdgeList ( ) : m_WingedEdges ( 0 , 64 )
{
m_StartTerminal . m_vecPosition . Init ( - FLT_MAX , - FLT_MAX , - FLT_MAX ) ;
m_StartTerminal . m_vecPositionEnd . Init ( - FLT_MAX , FLT_MAX , - FLT_MAX ) ;
m_StartTerminal . m_nLeaveSurfID = - 1 ;
m_StartTerminal . m_nEnterSurfID = - 1 ;
m_StartTerminal . m_pPrevActiveEdge = NULL ;
m_StartTerminal . m_pNextActiveEdge = NULL ;
m_StartTerminal . m_flDxDy = 0.0f ;
m_StartTerminal . m_flOODy = 0.0f ;
m_StartTerminal . m_flX = - FLT_MAX ;
m_EndTerminal . m_vecPosition . Init ( FLT_MAX , - FLT_MAX , - FLT_MAX ) ;
m_EndTerminal . m_vecPositionEnd . Init ( FLT_MAX , FLT_MAX , - FLT_MAX ) ;
m_EndTerminal . m_nLeaveSurfID = - 1 ;
m_EndTerminal . m_nEnterSurfID = - 1 ;
m_EndTerminal . m_pPrevActiveEdge = NULL ;
m_EndTerminal . m_pNextActiveEdge = NULL ;
m_EndTerminal . m_flDxDy = 0.0f ;
m_EndTerminal . m_flOODy = 0.0f ;
m_EndTerminal . m_flX = FLT_MAX ;
m_BackSurface . m_Plane . normal . Init ( 0 , 0 , 1 ) ;
m_BackSurface . m_Plane . dist = FLT_MAX ;
}
//-----------------------------------------------------------------------------
// Renders the winged edge list for debugging
//-----------------------------------------------------------------------------
void CWingedEdgeList : : Clear ( )
{
m_WingedEdges . RemoveAll ( ) ;
m_Surfaces . RemoveAll ( ) ;
}
//-----------------------------------------------------------------------------
// Iterate over the winged edges
//-----------------------------------------------------------------------------
inline int CWingedEdgeList : : EdgeCount ( ) const
{
return m_WingedEdges . Count ( ) ;
}
inline CWingedEdgeList : : WingedEdge_t & CWingedEdgeList : : WingedEdge ( int i )
{
return m_WingedEdges [ i ] ;
}
//-----------------------------------------------------------------------------
// Adds new edges
//-----------------------------------------------------------------------------
inline int CWingedEdgeList : : AddEdge ( )
{
int i = m_WingedEdges . AddToTail ( ) ;
WingedEdge_t & newEdge = m_WingedEdges [ i ] ;
newEdge . m_pPrevActiveEdge = NULL ;
newEdge . m_pNextActiveEdge = NULL ;
return i ;
}
int CWingedEdgeList : : AddEdge ( const Vector & vecStartVert , const Vector & vecEndVert , int nLeaveSurfID , int nEnterSurfID )
{
// This is true if we've clipped to the near clip plane
Assert ( ( vecStartVert . z > = 0.0 ) & & ( vecEndVert . z > = 0.0 ) ) ;
// Don't bother adding edges with dy == 0
float dy ;
dy = vecEndVert . y - vecStartVert . y ;
if ( dy = = 0.0f )
return - 1 ;
int i = m_WingedEdges . AddToTail ( ) ;
WingedEdge_t & newEdge = m_WingedEdges [ i ] ;
newEdge . m_flOODy = 1.0f / dy ;
newEdge . m_nLeaveSurfID = nLeaveSurfID ;
newEdge . m_nEnterSurfID = nEnterSurfID ;
newEdge . m_vecPosition = vecStartVert ;
newEdge . m_vecPositionEnd = vecEndVert ;
newEdge . m_pPrevActiveEdge = NULL ;
newEdge . m_pNextActiveEdge = NULL ;
newEdge . m_flDxDy = ( vecEndVert . x - vecStartVert . x ) * newEdge . m_flOODy ;
return i ;
}
//-----------------------------------------------------------------------------
// Adds new surfaces
//-----------------------------------------------------------------------------
int CWingedEdgeList : : AddSurface ( const cplane_t & plane )
{
int i = m_Surfaces . AddToTail ( ) ;
m_Surfaces [ i ] . m_Plane = plane ;
return i ;
}
//-----------------------------------------------------------------------------
// Active edges...
//-----------------------------------------------------------------------------
inline CWingedEdgeList : : WingedEdge_t * CWingedEdgeList : : FirstActiveEdge ( )
{
return m_StartTerminal . m_pNextActiveEdge ;
}
inline CWingedEdgeList : : WingedEdge_t * CWingedEdgeList : : LastActiveEdge ( )
{
return m_EndTerminal . m_pPrevActiveEdge ;
}
inline bool CWingedEdgeList : : AtListEnd ( const WingedEdge_t * pEdge ) const
{
return pEdge = = & m_EndTerminal ;
}
inline bool CWingedEdgeList : : AtListStart ( const WingedEdge_t * pEdge ) const
{
return pEdge = = & m_StartTerminal ;
}
inline void CWingedEdgeList : : LinkActiveEdgeAfter ( WingedEdge_t * pPrevEdge , WingedEdge_t * pInsertEdge )
{
pInsertEdge - > m_pNextActiveEdge = pPrevEdge - > m_pNextActiveEdge ;
pInsertEdge - > m_pPrevActiveEdge = pPrevEdge ;
pInsertEdge - > m_pNextActiveEdge - > m_pPrevActiveEdge = pInsertEdge ;
pPrevEdge - > m_pNextActiveEdge = pInsertEdge ;
}
inline void CWingedEdgeList : : UnlinkActiveEdge ( WingedEdge_t * pEdge )
{
pEdge - > m_pPrevActiveEdge - > m_pNextActiveEdge = pEdge - > m_pNextActiveEdge ;
pEdge - > m_pNextActiveEdge - > m_pPrevActiveEdge = pEdge - > m_pPrevActiveEdge ;
# ifdef _DEBUG
pEdge - > m_pPrevActiveEdge = pEdge - > m_pNextActiveEdge = NULL ;
# endif
}
//-----------------------------------------------------------------------------
// Checks consistency of the edge list...
//-----------------------------------------------------------------------------
void CWingedEdgeList : : CheckConsistency ( )
{
float flLastY = - FLT_MAX ;
float flLastX = - FLT_MAX ;
float flLastDxDy = 0 ;
int nEdgeCount = EdgeCount ( ) ;
for ( int i = 0 ; i < nEdgeCount ; + + i )
{
WingedEdge_t * pEdge = & WingedEdge ( i ) ;
Assert ( pEdge - > m_vecPosition . y > = flLastY ) ;
if ( pEdge - > m_vecPosition . y = = flLastY )
{
Assert ( pEdge - > m_vecPosition . x > = flLastX ) ;
if ( pEdge - > m_vecPosition . x = = flLastX )
{
Assert ( pEdge - > m_flDxDy > = flLastDxDy ) ;
}
}
flLastX = pEdge - > m_vecPosition . x ;
flLastY = pEdge - > m_vecPosition . y ;
flLastDxDy = pEdge - > m_flDxDy ;
}
ResetActiveEdgeList ( ) ;
float flCurrentY = NextDiscontinuity ( ) ;
AdvanceActiveEdgeList ( flCurrentY ) ;
while ( flCurrentY ! = FLT_MAX )
{
// Make sure all edges have correct Xs + enter + leave surfaces..
int nCurrentSurfID = - 1 ;
float flX = - FLT_MAX ;
WingedEdge_t * pCurEdge = FirstActiveEdge ( ) ;
while ( ! AtListEnd ( pCurEdge ) )
{
Assert ( pCurEdge - > m_nLeaveSurfID = = nCurrentSurfID ) ;
Assert ( pCurEdge - > m_flX > = flX ) ;
Assert ( pCurEdge - > m_nLeaveSurfID ! = pCurEdge - > m_nEnterSurfID ) ;
nCurrentSurfID = pCurEdge - > m_nEnterSurfID ;
flX = pCurEdge - > m_flX ;
pCurEdge = pCurEdge - > m_pNextActiveEdge ;
}
// Assert( nCurrentSurfID == -1 );
flCurrentY = NextDiscontinuity ( ) ;
AdvanceActiveEdgeList ( flCurrentY ) ;
}
}
//-----------------------------------------------------------------------------
// Returns the z value of a surface given and x,y coordinate
//-----------------------------------------------------------------------------
inline float CWingedEdgeList : : ComputeZValue ( const Surface_t * pSurface , float x , float y ) const
{
const cplane_t & plane = pSurface - > m_Plane ;
Assert ( plane . normal . z = = 1.0f ) ;
return plane . dist - plane . normal . x * x - plane . normal . y * y ;
}
//-----------------------------------------------------------------------------
// Used to insert an edge into the active edge list, sorted by X
// If Xs match, sort by Dx/Dy
//-----------------------------------------------------------------------------
inline bool CWingedEdgeList : : IsEdgeXGreater ( const WingedEdge_t * pEdge1 , const WingedEdge_t * pEdge2 )
{
float flDelta = pEdge1 - > m_flX - pEdge2 - > m_flX ;
if ( flDelta > 0 )
return true ;
if ( flDelta < 0 )
return false ;
// NOTE: Using > instead of >= means coincident edges won't continually swap places
return pEdge1 - > m_flDxDy > pEdge2 - > m_flDxDy ;
}
//-----------------------------------------------------------------------------
// Inserts an edge into the active edge list, sorted by X
//-----------------------------------------------------------------------------
inline void CWingedEdgeList : : InsertActiveEdge ( WingedEdge_t * pPrevEdge , WingedEdge_t * pInsertEdge )
{
while ( ! AtListStart ( pPrevEdge ) & & IsEdgeXGreater ( pPrevEdge , pInsertEdge ) )
{
pPrevEdge = pPrevEdge - > m_pPrevActiveEdge ;
}
LinkActiveEdgeAfter ( pPrevEdge , pInsertEdge ) ;
}
//-----------------------------------------------------------------------------
// Clears the active edge list
//-----------------------------------------------------------------------------
void CWingedEdgeList : : ResetActiveEdgeList ( )
{
// This shouldn't be called unless we're about to do active edge checking
Assert ( EdgeCount ( ) ) ;
m_nCurrentEdgeIndex = 0 ;
// Don't bother with edges below the screen edge
m_flNextDiscontinuity = WingedEdge ( 0 ) . m_vecPosition . y ;
m_flNextDiscontinuity = max ( m_flNextDiscontinuity , - 1.0f ) ;
m_StartTerminal . m_pNextActiveEdge = & m_EndTerminal ;
m_EndTerminal . m_pPrevActiveEdge = & m_StartTerminal ;
Assert ( m_StartTerminal . m_pPrevActiveEdge = = NULL ) ;
Assert ( m_EndTerminal . m_pNextActiveEdge = = NULL ) ;
}
//-----------------------------------------------------------------------------
// Spew active edge list
//-----------------------------------------------------------------------------
void CWingedEdgeList : : SpewActiveEdgeList ( float y , bool bHex )
{
WingedEdge_t * pEdge = FirstActiveEdge ( ) ;
Msg ( " %.3f : " , y ) ;
while ( ! AtListEnd ( pEdge ) )
{
if ( ! bHex )
{
Msg ( " (%d %.3f [%d/%d]) " , ( int ) ( pEdge - m_WingedEdges . Base ( ) ) , pEdge - > m_flX , pEdge - > m_nLeaveSurfID , pEdge - > m_nEnterSurfID ) ;
}
else
{
Msg ( " (%d %X [%d/%d]) " , ( int ) ( pEdge - m_WingedEdges . Base ( ) ) , * ( int * ) & pEdge - > m_flX , pEdge - > m_nLeaveSurfID , pEdge - > m_nEnterSurfID ) ;
}
pEdge = pEdge - > m_pNextActiveEdge ;
}
Msg ( " \n " ) ;
}
//-----------------------------------------------------------------------------
// Returns the next time in Y the edge list will undergo a change
//-----------------------------------------------------------------------------
inline float CWingedEdgeList : : NextDiscontinuity ( ) const
{
return m_flNextDiscontinuity ;
}
//-----------------------------------------------------------------------------
// Advances the X values of the active edge list, with no reordering
//-----------------------------------------------------------------------------
bool CWingedEdgeList : : AdvanceActiveEdgeList ( float flCurrY )
{
// Reordering is unnecessary because the winged edges are guaranteed to be non-overlapping
m_flNextDiscontinuity = FLT_MAX ;
// Advance all edges until the current Y; we don't need to re-order *any* edges.
WingedEdge_t * pCurEdge ;
WingedEdge_t * pNextEdge ;
for ( pCurEdge = FirstActiveEdge ( ) ; ! AtListEnd ( pCurEdge ) ; pCurEdge = pNextEdge )
{
pNextEdge = pCurEdge - > m_pNextActiveEdge ;
if ( pCurEdge - > m_vecPositionEnd . y < = flCurrY )
{
UnlinkActiveEdge ( pCurEdge ) ;
continue ;
}
pCurEdge - > m_flX = pCurEdge - > m_vecPosition . x + ( flCurrY - pCurEdge - > m_vecPosition . y ) * pCurEdge - > m_flDxDy ;
if ( pCurEdge - > m_vecPositionEnd . y < m_flNextDiscontinuity )
{
m_flNextDiscontinuity = pCurEdge - > m_vecPositionEnd . y ;
}
}
int nEdgeCount = EdgeCount ( ) ;
if ( m_nCurrentEdgeIndex = = nEdgeCount )
return ( m_flNextDiscontinuity ! = FLT_MAX ) ;
pCurEdge = & WingedEdge ( m_nCurrentEdgeIndex ) ;
// Add new edges, computing the x + z coordinates at the requested y value
while ( pCurEdge - > m_vecPosition . y < = flCurrY )
{
// This is necessary because of our initial skip up to y == -1.0f
if ( pCurEdge - > m_vecPositionEnd . y > flCurrY )
{
float flDy = flCurrY - pCurEdge - > m_vecPosition . y ;
pCurEdge - > m_flX = pCurEdge - > m_vecPosition . x + flDy * pCurEdge - > m_flDxDy ;
if ( pCurEdge - > m_vecPositionEnd . y < m_flNextDiscontinuity )
{
m_flNextDiscontinuity = pCurEdge - > m_vecPositionEnd . y ;
}
// Now re-insert in the list, sorted by X
InsertActiveEdge ( LastActiveEdge ( ) , pCurEdge ) ;
}
if ( + + m_nCurrentEdgeIndex = = nEdgeCount )
return ( m_flNextDiscontinuity ! = FLT_MAX ) ;
pCurEdge = & WingedEdge ( m_nCurrentEdgeIndex ) ;
}
// The next edge in y will also present a discontinuity
if ( pCurEdge - > m_vecPosition . y < m_flNextDiscontinuity )
{
m_flNextDiscontinuity = pCurEdge - > m_vecPosition . y ;
}
return ( m_flNextDiscontinuity ! = FLT_MAX ) ;
}
//-----------------------------------------------------------------------------
// Advance the active edge list until a particular X value is reached.
//-----------------------------------------------------------------------------
inline CWingedEdgeList : : WingedEdge_t * CWingedEdgeList : : AdvanceActiveEdgeListToX ( WingedEdge_t * pEdge , float x )
{
// <= is necessary because we always want to point *after* the edge
while ( pEdge - > m_flX < = x )
{
pEdge = pEdge - > m_pNextActiveEdge ;
}
return pEdge ;
}
//-----------------------------------------------------------------------------
// Returns true if this active edge list occludes another active edge list
//-----------------------------------------------------------------------------
bool CWingedEdgeList : : IsOccludingActiveEdgeList ( CWingedEdgeList & testList , float y )
{
WingedEdge_t * pTestEdge = testList . FirstActiveEdge ( ) ;
// If the occludee is off screen, it's occluded
if ( pTestEdge - > m_flX > = 1.0f )
return true ;
pTestEdge = AdvanceActiveEdgeListToX ( pTestEdge , - 1.0f ) ;
// If all occludee edges have x values <= -1.0f, it's occluded
if ( testList . AtListEnd ( pTestEdge ) )
return true ;
// Start at the first edge whose x value is <= -1.0f
// if the occludee goes off the left side of the screen.
float flNextTestX = pTestEdge - > m_flX ;
if ( ! testList . AtListStart ( pTestEdge - > m_pPrevActiveEdge ) )
{
// In this case, we should be on a span crossing from x <= -1.0f to x > 1.0f.
// Do the first occlusion test at x = -1.0f.
Assert ( pTestEdge - > m_flX > - 1.0f ) ;
pTestEdge = pTestEdge - > m_pPrevActiveEdge ;
Assert ( pTestEdge - > m_flX < = - 1.0f ) ;
flNextTestX = - 1.0f ;
}
WingedEdge_t * pOccluderEdge = FirstActiveEdge ( ) ;
pOccluderEdge = AdvanceActiveEdgeListToX ( pOccluderEdge , flNextTestX ) ;
Surface_t * pTestSurf = ( pTestEdge - > m_nEnterSurfID > = 0 ) ? & testList . m_Surfaces [ pTestEdge - > m_nEnterSurfID ] : & m_BackSurface ;
// Use the leave surface because we know the occluder has been advanced *beyond* the test surf X.
Surface_t * pOccluderSurf = ( pOccluderEdge - > m_nLeaveSurfID > = 0 ) ? & m_Surfaces [ pOccluderEdge - > m_nLeaveSurfID ] : & m_BackSurface ;
float flCurrentX = flNextTestX ;
float flNextOccluderX = pOccluderEdge - > m_flX ;
flNextTestX = pTestEdge - > m_pNextActiveEdge - > m_flX ;
while ( true )
{
// Is the occludee in front of the occluder? No dice!
float flTestOOz = ComputeZValue ( pTestSurf , flCurrentX , y ) ;
float flOccluderOOz = ComputeZValue ( pOccluderSurf , flCurrentX , y ) ;
if ( flTestOOz < flOccluderOOz )
return false ;
// We're done if there's no more occludees
if ( flNextTestX = = FLT_MAX )
return true ;
// We're done if there's no more occluders
if ( flNextOccluderX = = FLT_MAX )
return false ;
if ( flNextTestX < = flNextOccluderX )
{
flCurrentX = flNextTestX ;
pTestEdge = pTestEdge - > m_pNextActiveEdge ;
if ( pTestEdge - > m_nEnterSurfID > = 0 )
{
pTestSurf = & testList . m_Surfaces [ pTestEdge - > m_nEnterSurfID ] ;
}
else
{
pTestSurf = ( pTestEdge - > m_nLeaveSurfID > = 0 ) ? & testList . m_Surfaces [ pTestEdge - > m_nLeaveSurfID ] : & m_BackSurface ;
}
flNextTestX = pTestEdge - > m_pNextActiveEdge - > m_flX ;
}
else
{
flCurrentX = flNextOccluderX ;
pOccluderEdge = pOccluderEdge - > m_pNextActiveEdge ;
pOccluderSurf = ( pOccluderEdge - > m_nLeaveSurfID > = 0 ) ? & m_Surfaces [ pOccluderEdge - > m_nLeaveSurfID ] : & m_BackSurface ;
flNextOccluderX = pOccluderEdge - > m_flX ;
}
}
}
//-----------------------------------------------------------------------------
// Does this edge list occlude another winged edge list?
//-----------------------------------------------------------------------------
bool CWingedEdgeList : : IsOccludingEdgeList ( CWingedEdgeList & testList )
{
# ifdef DEBUG_OCCLUSION_SYSTEM
testList . CheckConsistency ( ) ;
CheckConsistency ( ) ;
# endif
// Did all the edges get culled for some reason? Then it's occluded
if ( testList . EdgeCount ( ) = = 0 )
return true ;
testList . ResetActiveEdgeList ( ) ;
ResetActiveEdgeList ( ) ;
// What we're going to do is look for the first discontinuities we can find
// in both edge lists. Then, at each discontinuity, we must check the
// active edge lists against each other and see if the occluders always
// block the occludees...
float flCurrentY = testList . NextDiscontinuity ( ) ;
// The edge list for the occluder must completely obscure the occludee...
// If, then, the first occluder edge starts *below* the first occludee edge, it doesn't occlude.
if ( flCurrentY < NextDiscontinuity ( ) )
return false ;
// If we start outside the screen bounds, then it's occluded!
if ( flCurrentY > = 1.0f )
return true ;
testList . AdvanceActiveEdgeList ( flCurrentY ) ;
AdvanceActiveEdgeList ( flCurrentY ) ;
while ( true )
{
if ( ! IsOccludingActiveEdgeList ( testList , flCurrentY ) )
return false ;
// If we got outside the screen bounds, then it's occluded!
if ( flCurrentY > = 1.0f )
return true ;
float flTestY = testList . NextDiscontinuity ( ) ;
float flOccluderY = NextDiscontinuity ( ) ;
flCurrentY = min ( flTestY , flOccluderY ) ;
// NOTE: This check here is to help occlusion @ the top of the screen
// We cut the occluders off at y = 1.0 + epsilon, which means there's
// not necessarily a discontinuity at y == 1.0. We need to create a discontinuity
// there so that the occluder edges are still being used.
if ( flCurrentY > 1.0f )
{
flCurrentY = 1.0f ;
}
// If the occludee list is empty, then it's occluded!
if ( ! testList . AdvanceActiveEdgeList ( flCurrentY ) )
return true ;
// If the occluder list is empty, then the occludee is not occluded!
if ( ! AdvanceActiveEdgeList ( flCurrentY ) )
return false ;
}
}
//-----------------------------------------------------------------------------
// Queues up stuff to visualize
//-----------------------------------------------------------------------------
void CWingedEdgeList : : QueueVisualization ( unsigned char * pColor )
{
# ifndef SWDS
if ( ! r_visocclusion . GetInt ( ) )
return ;
int nFirst = g_EdgeVisualization . AddMultipleToTail ( m_WingedEdges . Count ( ) ) ;
for ( int i = m_WingedEdges . Count ( ) ; - - i > = 0 ; )
{
WingedEdge_t * pEdge = & m_WingedEdges [ i ] ;
EdgeVisualizationInfo_t & info = g_EdgeVisualization [ nFirst + i ] ;
info . m_vecPoint [ 0 ] = pEdge - > m_vecPosition ;
info . m_vecPoint [ 1 ] = pEdge - > m_vecPositionEnd ;
* ( int * ) ( info . m_pColor ) = * ( int * ) pColor ;
}
# endif
}
//-----------------------------------------------------------------------------
// Renders the winged edge list for debugging
//-----------------------------------------------------------------------------
void CWingedEdgeList : : Visualize ( unsigned char * pColor )
{
# ifndef SWDS
if ( ! r_visocclusion . GetInt ( ) )
return ;
CMatRenderContextPtr pRenderContext ( materials ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_VIEW ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_PROJECTION ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > Bind ( g_pMaterialWireframeVertexColorIgnoreZ ) ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( ) ;
CMeshBuilder meshBuilder ;
meshBuilder . Begin ( pMesh , MATERIAL_LINES , m_WingedEdges . Count ( ) ) ;
int i ;
int nCount = m_WingedEdges . Count ( ) ;
for ( i = nCount ; - - i > = 0 ; )
{
WingedEdge_t * pEdge = & m_WingedEdges [ i ] ;
meshBuilder . Position3fv ( pEdge - > m_vecPosition . Base ( ) ) ;
meshBuilder . Color4ubv ( pColor ) ;
meshBuilder . AdvanceVertex ( ) ;
meshBuilder . Position3fv ( pEdge - > m_vecPositionEnd . Base ( ) ) ;
# ifdef DEBUG_OCCLUSION_SYSTEM
meshBuilder . Color4ub ( 0 , 0 , 255 , 255 ) ;
# else
meshBuilder . Color4ubv ( pColor ) ;
# endif
meshBuilder . AdvanceVertex ( ) ;
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PopMatrix ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_VIEW ) ;
pRenderContext - > PopMatrix ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_PROJECTION ) ;
pRenderContext - > PopMatrix ( ) ;
# endif
}
//-----------------------------------------------------------------------------
// Edge list that's fast to iterate over, fast to insert into
//-----------------------------------------------------------------------------
class CEdgeList
{
public :
struct Edge_t
{
Vector m_vecPosition ; // of the upper point in y, measured in screen space
Vector m_vecPositionEnd ; // of the lower point in y, measured in screen space
float m_flDxDy ; // Change in x per unit in y.
float m_flOODy ;
float m_flX ;
int m_nSurfID ; // Unique index of the surface this is a part of
// Active edge list
Edge_t * m_pPrevActiveEdge ;
Edge_t * m_pNextActiveEdge ;
} ;
public :
CEdgeList ( ) ;
// Insertion
void AddEdge ( Vector * * ppEdgeVertices , int nSurfID ) ;
// Surface ID management
int AddSurface ( const cplane_t & plane ) ;
void SetSurfaceArea ( int nSurfID , float flArea ) ;
// Removal
void RemoveAll ( ) ;
// Visualization
void QueueVisualization ( unsigned char * pColor ) ;
void Visualize ( unsigned char * pColor ) ;
// Access
int EdgeCount ( ) const ;
int ActualEdgeCount ( ) const ;
const Edge_t & EdgeFromSortIndex ( int nSortIndex ) const ;
Edge_t & EdgeFromSortIndex ( int nSortIndex ) ;
// Is the test edge list occluded by this edge list
bool IsOccludingEdgeList ( CEdgeList & testList ) ;
// Reduces the active occlusion edge list to the bare minimum set of edges
void ReduceActiveList ( CWingedEdgeList & newEdgeList ) ;
// Removal of small occluders
void CullSmallOccluders ( ) ;
private :
struct Surface_t
{
cplane_t m_Plane ; // measured in projection space
float m_flOOz ;
Surface_t * m_pPrevSurface ;
Surface_t * m_pNextSurface ;
int m_nSurfID ;
float m_flArea ; // Area in screen space
} ;
struct ReduceInfo_t
{
short m_hEdge ;
short m_nWingedEdge ;
const Edge_t * m_pEdge ;
} ;
enum
{
MAX_EDGE_CROSSINGS = 64
} ;
typedef CUtlVector < Edge_t > EdgeList_t ;
private :
// Gets an edge
const Edge_t & Edge ( int nIndex ) const ;
// Active edges...
const Edge_t * FirstActiveEdge ( ) const ;
Edge_t * FirstActiveEdge ( ) ;
const Edge_t * LastActiveEdge ( ) const ;
Edge_t * LastActiveEdge ( ) ;
bool AtListEnd ( const Edge_t * pEdge ) const ;
bool AtListStart ( const Edge_t * pEdge ) const ;
void LinkActiveEdgeAfter ( Edge_t * pPrevEdge , Edge_t * pInsertEdge ) ;
void UnlinkActiveEdge ( Edge_t * pEdge ) ;
// Surface list
Surface_t * TopSurface ( ) ;
bool AtSurfListEnd ( const Surface_t * pSurface ) const ;
void CleanupCurrentSurfaceList ( ) ;
// Active edge list
void ResetActiveEdgeList ( ) ;
float NextDiscontinuity ( ) const ;
// Clears the current scan line
float ClearCurrentSurfaceList ( ) ;
// Returns the z value of a surface given and x,y coordinate
float ComputeZValue ( const Surface_t * pSurface , float x , float y ) const ;
// Computes a point at a specified y value along an edge
void ComputePointAlongEdge ( const Edge_t * pEdge , int nSurfID , float y , Vector * pPoint ) const ;
// Inserts an edge into the active edge list, sorted by X
void InsertActiveEdge ( Edge_t * pPrevEdge , Edge_t * pInsertEdge ) ;
// Used to insert an edge into the active edge list
bool IsEdgeXGreater ( const Edge_t * pEdge1 , const Edge_t * pEdge2 ) ;
// Reduces the active edge list into a subset of ones we truly care about
void ReduceActiveEdgeList ( CWingedEdgeList & newEdgeList , float flMinY , float flMaxY ) ;
// Discovers the first edge crossing discontinuity
float LocateEdgeCrossingDiscontinuity ( float flNextY , float flPrevY , int & nCount , Edge_t * * pInfo ) ;
// Generates a list of surfaces on the current scan line
void UpdateCurrentSurfaceZValues ( float x , float y ) ;
// Intoruces a single new edge
void IntroduceSingleActiveEdge ( const Edge_t * pEdge , float flCurrY ) ;
// Returns true if pTestSurf is closer (lower z value)
bool IsSurfaceBehind ( Surface_t * pTestSurf , Surface_t * pSurf ) ;
// Advances the X values of the active edge list, with no reordering
void AdvanceActiveEdgeList ( float flNextY ) ;
void IntroduceNewActiveEdges ( float y ) ;
void ReorderActiveEdgeList ( int nCount , Edge_t * * ppInfo ) ;
// Debugging spew
void SpewActiveEdgeList ( float y , bool bHex = false ) ;
// Checks consistency of the edge list...
void CheckConsistency ( ) ;
class EdgeLess
{
public :
bool Less ( const unsigned short & src1 , const unsigned short & src2 , void * pCtx ) ;
} ;
static int __cdecl SurfCompare ( const void * elem1 , const void * elem2 ) ;
private :
// Used to sort surfaces by screen area
static Surface_t * s_pSortSurfaces ;
// List of all edges
EdgeList_t m_Edges ;
CUtlSortVector < unsigned short , EdgeLess > m_OrigSortIndices ;
CUtlVector < unsigned short > m_SortIndices ;
Edge_t m_StartTerminal ;
Edge_t m_EndTerminal ;
// Surfaces
CUtlVector < Surface_t > m_Surfaces ;
CUtlVector < int > m_SurfaceSort ;
Surface_t m_StartSurfTerminal ;
Surface_t m_EndSurfTerminal ;
// Active edges
int m_nCurrentEdgeIndex ;
float m_flNextDiscontinuity ;
// List of edges on the current Y scan-line
Edge_t * m_pCurrentActiveEdge ;
// Last X on the current scan line
float m_flLastX ;
// Reduce list
ReduceInfo_t * m_pNewReduceInfo ;
ReduceInfo_t * m_pPrevReduceInfo ;
int m_nNewReduceCount ;
int m_nPrevReduceCount ;
} ;
//-----------------------------------------------------------------------------
// Used to sort the edge list
//-----------------------------------------------------------------------------
bool CEdgeList : : EdgeLess : : Less ( const unsigned short & src1 , const unsigned short & src2 , void * pCtx )
{
EdgeList_t * pEdgeList = ( EdgeList_t * ) pCtx ;
const Edge_t & e1 = pEdgeList - > Element ( src1 ) ;
const Edge_t & e2 = pEdgeList - > Element ( src2 ) ;
if ( e1 . m_vecPosition . y < e2 . m_vecPosition . y )
return true ;
if ( e1 . m_vecPosition . y > e2 . m_vecPosition . y )
return false ;
if ( e1 . m_vecPosition . x < e2 . m_vecPosition . x )
return true ;
if ( e1 . m_vecPosition . x > e2 . m_vecPosition . x )
return false ;
// This makes it so that if two edges start on the same point,
// the leftmost edge is always selected
return ( e1 . m_flDxDy < = e2 . m_flDxDy ) ;
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CEdgeList : : CEdgeList ( ) : m_Edges ( 0 , 32 ) , m_OrigSortIndices ( 0 , 32 )
{
m_OrigSortIndices . SetLessContext ( & m_Edges ) ;
m_StartTerminal . m_vecPosition . Init ( - FLT_MAX , - FLT_MAX , - FLT_MAX ) ;
m_StartTerminal . m_vecPositionEnd . Init ( - FLT_MAX , FLT_MAX , - FLT_MAX ) ;
m_StartTerminal . m_nSurfID = - 1 ;
m_StartTerminal . m_pPrevActiveEdge = NULL ;
m_StartTerminal . m_pNextActiveEdge = NULL ;
m_StartTerminal . m_flDxDy = 0.0f ;
m_StartTerminal . m_flOODy = 0.0f ;
m_StartTerminal . m_flX = - FLT_MAX ;
m_EndTerminal . m_vecPosition . Init ( FLT_MAX , - FLT_MAX , - FLT_MAX ) ;
m_EndTerminal . m_vecPositionEnd . Init ( FLT_MAX , FLT_MAX , - FLT_MAX ) ;
m_EndTerminal . m_nSurfID = - 1 ;
m_EndTerminal . m_pPrevActiveEdge = NULL ;
m_EndTerminal . m_pNextActiveEdge = NULL ;
m_EndTerminal . m_flDxDy = 0.0f ;
m_EndTerminal . m_flOODy = 0.0f ;
m_EndTerminal . m_flX = FLT_MAX ;
m_StartSurfTerminal . m_flOOz = - FLT_MAX ;
m_StartSurfTerminal . m_Plane . normal . Init ( 0 , 0 , 1 ) ;
m_StartSurfTerminal . m_Plane . dist = - FLT_MAX ;
m_StartSurfTerminal . m_nSurfID = - 1 ;
m_StartSurfTerminal . m_pNextSurface = NULL ;
m_StartSurfTerminal . m_pPrevSurface = NULL ;
m_EndSurfTerminal . m_flOOz = FLT_MAX ;
m_EndSurfTerminal . m_Plane . normal . Init ( 0 , 0 , 1 ) ;
m_EndSurfTerminal . m_Plane . dist = FLT_MAX ;
m_EndSurfTerminal . m_nSurfID = - 1 ;
m_EndSurfTerminal . m_pNextSurface = NULL ;
m_EndSurfTerminal . m_pPrevSurface = NULL ;
}
//-----------------------------------------------------------------------------
// iteration
//-----------------------------------------------------------------------------
inline int CEdgeList : : EdgeCount ( ) const
{
return m_Edges . Count ( ) ;
}
inline int CEdgeList : : ActualEdgeCount ( ) const
{
return m_SortIndices . Count ( ) ;
}
inline const CEdgeList : : Edge_t & CEdgeList : : EdgeFromSortIndex ( int nSortIndex ) const
{
return m_Edges [ m_SortIndices [ nSortIndex ] ] ;
}
inline CEdgeList : : Edge_t & CEdgeList : : EdgeFromSortIndex ( int nSortIndex )
{
return m_Edges [ m_SortIndices [ nSortIndex ] ] ;
}
inline const CEdgeList : : Edge_t & CEdgeList : : Edge ( int nIndex ) const
{
return m_Edges [ nIndex ] ;
}
//-----------------------------------------------------------------------------
// Active edges...
//-----------------------------------------------------------------------------
inline const CEdgeList : : Edge_t * CEdgeList : : FirstActiveEdge ( ) const
{
return m_StartTerminal . m_pNextActiveEdge ;
}
inline CEdgeList : : Edge_t * CEdgeList : : FirstActiveEdge ( )
{
return m_StartTerminal . m_pNextActiveEdge ;
}
inline const CEdgeList : : Edge_t * CEdgeList : : LastActiveEdge ( ) const
{
return m_EndTerminal . m_pPrevActiveEdge ;
}
inline CEdgeList : : Edge_t * CEdgeList : : LastActiveEdge ( )
{
return m_EndTerminal . m_pPrevActiveEdge ;
}
inline bool CEdgeList : : AtListEnd ( const Edge_t * pEdge ) const
{
return pEdge = = & m_EndTerminal ;
}
inline bool CEdgeList : : AtListStart ( const Edge_t * pEdge ) const
{
return pEdge = = & m_StartTerminal ;
}
inline void CEdgeList : : LinkActiveEdgeAfter ( Edge_t * pPrevEdge , Edge_t * pInsertEdge )
{
pInsertEdge - > m_pNextActiveEdge = pPrevEdge - > m_pNextActiveEdge ;
pInsertEdge - > m_pPrevActiveEdge = pPrevEdge ;
pInsertEdge - > m_pNextActiveEdge - > m_pPrevActiveEdge = pInsertEdge ;
pPrevEdge - > m_pNextActiveEdge = pInsertEdge ;
}
inline void CEdgeList : : UnlinkActiveEdge ( Edge_t * pEdge )
{
pEdge - > m_pPrevActiveEdge - > m_pNextActiveEdge = pEdge - > m_pNextActiveEdge ;
pEdge - > m_pNextActiveEdge - > m_pPrevActiveEdge = pEdge - > m_pPrevActiveEdge ;
# ifdef _DEBUG
pEdge - > m_pPrevActiveEdge = pEdge - > m_pNextActiveEdge = NULL ;
# endif
}
//-----------------------------------------------------------------------------
// Surface list
//-----------------------------------------------------------------------------
inline CEdgeList : : Surface_t * CEdgeList : : TopSurface ( )
{
return m_StartSurfTerminal . m_pNextSurface ;
}
inline bool CEdgeList : : AtSurfListEnd ( const Surface_t * pSurface ) const
{
return pSurface = = & m_EndSurfTerminal ;
}
void CEdgeList : : CleanupCurrentSurfaceList ( )
{
Surface_t * pSurf = TopSurface ( ) ;
while ( ! AtSurfListEnd ( pSurf ) )
{
Surface_t * pNext = pSurf - > m_pNextSurface ;
pSurf - > m_pPrevSurface = pSurf - > m_pNextSurface = NULL ;
pSurf = pNext ;
}
}
inline void CEdgeList : : SetSurfaceArea ( int nSurfID , float flArea )
{
m_Surfaces [ nSurfID ] . m_flArea = flArea ;
}
//-----------------------------------------------------------------------------
// Returns the z value of a surface given and x,y coordinate
//-----------------------------------------------------------------------------
inline float CEdgeList : : ComputeZValue ( const Surface_t * pSurface , float x , float y ) const
{
const cplane_t & plane = pSurface - > m_Plane ;
Assert ( plane . normal . z = = 1.0f ) ;
return plane . dist - plane . normal . x * x - plane . normal . y * y ;
}
//-----------------------------------------------------------------------------
// Computes a point at a specified y value along an edge
//-----------------------------------------------------------------------------
inline void CEdgeList : : ComputePointAlongEdge ( const Edge_t * pEdge , int nSurfID , float y , Vector * pPoint ) const
{
Assert ( ( y > = pEdge - > m_vecPosition . y ) & & ( y < = pEdge - > m_vecPositionEnd . y ) ) ;
float t ;
t = ( y - pEdge - > m_vecPosition . y ) * pEdge - > m_flOODy ;
pPoint - > x = pEdge - > m_vecPosition . x + ( pEdge - > m_vecPositionEnd . x - pEdge - > m_vecPosition . x ) * t ;
pPoint - > y = y ;
pPoint - > z = ComputeZValue ( & m_Surfaces [ nSurfID ] , pPoint - > x , y ) ;
}
//-----------------------------------------------------------------------------
// Surface ID management
//-----------------------------------------------------------------------------
int CEdgeList : : AddSurface ( const cplane_t & plane )
{
int nIndex = m_Surfaces . AddToTail ( ) ;
Surface_t & surf = m_Surfaces [ nIndex ] ;
surf . m_flOOz = 0.0f ;
surf . m_Plane = plane ;
surf . m_pNextSurface = NULL ;
surf . m_pPrevSurface = NULL ;
surf . m_nSurfID = nIndex ;
m_SurfaceSort . AddToTail ( nIndex ) ;
return nIndex ;
}
//-----------------------------------------------------------------------------
// Insertion
//-----------------------------------------------------------------------------
void CEdgeList : : AddEdge ( Vector * * ppEdgeVertices , int nSurfID )
{
int nMinIndex = ( ppEdgeVertices [ 0 ] - > y > = ppEdgeVertices [ 1 ] - > y ) ;
const Vector & vecStartVert = * ( ppEdgeVertices [ nMinIndex ] ) ;
const Vector & vecEndVert = * ( ppEdgeVertices [ 1 - nMinIndex ] ) ;
// This is true if we've clipped to the near clip plane
Assert ( ( vecStartVert . z > = 0.0f ) & & ( vecEndVert . z > = 0.0f ) ) ;
// Don't bother adding edges with dy == 0
float dy = vecEndVert . y - vecStartVert . y ;
if ( dy = = 0.0f )
return ;
int i = m_Edges . AddToTail ( ) ;
Edge_t & newEdge = m_Edges [ i ] ;
newEdge . m_flOODy = 1.0f / dy ;
newEdge . m_vecPosition = vecStartVert ;
newEdge . m_vecPositionEnd = vecEndVert ;
newEdge . m_nSurfID = nSurfID ;
newEdge . m_flDxDy = ( vecEndVert . x - vecStartVert . x ) * newEdge . m_flOODy ;
newEdge . m_pPrevActiveEdge = NULL ;
newEdge . m_pNextActiveEdge = NULL ;
// Insert it into the sorted list
m_OrigSortIndices . Insert ( i ) ;
}
//-----------------------------------------------------------------------------
// Used to sort the surfaces
//-----------------------------------------------------------------------------
CEdgeList : : Surface_t * CEdgeList : : s_pSortSurfaces = NULL ;
int __cdecl CEdgeList : : SurfCompare ( const void * elem1 , const void * elem2 )
{
int nSurfID1 = * ( int * ) elem1 ;
float flArea1 = s_pSortSurfaces [ nSurfID1 ] . m_flArea ;
int nSurfID2 = * ( int * ) elem2 ;
float flArea2 = s_pSortSurfaces [ nSurfID2 ] . m_flArea ;
if ( flArea1 > flArea2 )
return - 1 ;
if ( flArea1 < flArea2 )
return 1 ;
return 0 ;
}
//-----------------------------------------------------------------------------
// Removal of small occluders
//-----------------------------------------------------------------------------
void CEdgeList : : CullSmallOccluders ( )
{
// Cull out all surfaces with too small of a screen area...
// Sort the surfaces by screen area, in descending order
int nSurfCount = m_Surfaces . Count ( ) ;
s_pSortSurfaces = m_Surfaces . Base ( ) ;
2022-05-16 02:09:59 +08:00
if ( m_SurfaceSort . Base ( ) )
qsort ( m_SurfaceSort . Base ( ) , nSurfCount , sizeof ( int ) , SurfCompare ) ;
2020-04-23 00:56:21 +08:00
// We're going to keep the greater of r_occludermin + All surfaces with a screen area >= r_occluderarea
int nMinSurfaces = r_occludermincount . GetInt ( ) ;
// The *2 here is because surf areas are 2x bigger than actual
float flMinScreenArea = r_occluderminarea . GetFloat ( ) * 0.02f ;
if ( flMinScreenArea = = 0.0f )
{
flMinScreenArea = OcclusionSystem ( ) - > MinOccluderArea ( ) * 0.02f ;
}
bool * bUseSurface = ( bool * ) stackalloc ( nSurfCount * sizeof ( bool ) ) ;
memset ( bUseSurface , 0 , nSurfCount * sizeof ( bool ) ) ;
2022-05-16 02:09:59 +08:00
2020-04-23 00:56:21 +08:00
int i ;
for ( i = 0 ; i < nSurfCount ; + + i )
{
int nSurfID = m_SurfaceSort [ i ] ;
if ( ( m_Surfaces [ nSurfID ] . m_flArea < flMinScreenArea ) & & ( i > = nMinSurfaces ) )
break ;
bUseSurface [ nSurfID ] = true ;
}
MEM_ALLOC_CREDIT ( ) ;
int nEdgeCount = m_OrigSortIndices . Count ( ) ;
m_SortIndices . RemoveAll ( ) ;
m_SortIndices . EnsureCapacity ( nEdgeCount ) ;
for ( i = 0 ; i < nEdgeCount ; + + i )
{
int nEdgeIndex = m_OrigSortIndices [ i ] ;
if ( bUseSurface [ m_Edges [ nEdgeIndex ] . m_nSurfID ] )
{
m_SortIndices . AddToTail ( nEdgeIndex ) ;
}
}
}
//-----------------------------------------------------------------------------
// Removal
//-----------------------------------------------------------------------------
void CEdgeList : : RemoveAll ( )
{
m_Edges . RemoveAll ( ) ;
m_SortIndices . RemoveAll ( ) ;
m_OrigSortIndices . RemoveAll ( ) ;
m_Surfaces . RemoveAll ( ) ;
m_SurfaceSort . RemoveAll ( ) ;
}
//-----------------------------------------------------------------------------
// Active edge list
//-----------------------------------------------------------------------------
void CEdgeList : : ResetActiveEdgeList ( )
{
// This shouldn't be called unless we're about to do active edge checking
Assert ( ActualEdgeCount ( ) ) ;
m_nCurrentEdgeIndex = 0 ;
m_flNextDiscontinuity = EdgeFromSortIndex ( 0 ) . m_vecPosition . y ;
m_StartTerminal . m_pNextActiveEdge = & m_EndTerminal ;
m_EndTerminal . m_pPrevActiveEdge = & m_StartTerminal ;
Assert ( m_StartTerminal . m_pPrevActiveEdge = = NULL ) ;
Assert ( m_EndTerminal . m_pNextActiveEdge = = NULL ) ;
}
//-----------------------------------------------------------------------------
// Returns the next time in Y the edge list will undergo a change
//-----------------------------------------------------------------------------
inline float CEdgeList : : NextDiscontinuity ( ) const
{
return m_flNextDiscontinuity ;
}
//-----------------------------------------------------------------------------
// Used to insert an edge into the active edge list, sorted by X
// If Xs match, sort by Dx/Dy
//-----------------------------------------------------------------------------
inline bool CEdgeList : : IsEdgeXGreater ( const Edge_t * pEdge1 , const Edge_t * pEdge2 )
{
float flDelta = pEdge1 - > m_flX - pEdge2 - > m_flX ;
if ( flDelta > 0 )
return true ;
if ( flDelta < 0 )
return false ;
// NOTE: Using > instead of >= means coincident edges won't continually swap places
return pEdge1 - > m_flDxDy > pEdge2 - > m_flDxDy ;
}
//-----------------------------------------------------------------------------
// Inserts an edge into the active edge list, sorted by X
//-----------------------------------------------------------------------------
inline void CEdgeList : : InsertActiveEdge ( Edge_t * pPrevEdge , Edge_t * pInsertEdge )
{
while ( ! AtListStart ( pPrevEdge ) & & IsEdgeXGreater ( pPrevEdge , pInsertEdge ) )
{
pPrevEdge = pPrevEdge - > m_pPrevActiveEdge ;
}
LinkActiveEdgeAfter ( pPrevEdge , pInsertEdge ) ;
}
//-----------------------------------------------------------------------------
// Clears the current scan line
//-----------------------------------------------------------------------------
float CEdgeList : : ClearCurrentSurfaceList ( )
{
m_pCurrentActiveEdge = FirstActiveEdge ( ) ;
m_flLastX = m_pCurrentActiveEdge - > m_flX ;
m_StartSurfTerminal . m_pNextSurface = & m_EndSurfTerminal ;
m_EndSurfTerminal . m_pPrevSurface = & m_StartSurfTerminal ;
return m_flLastX ;
}
//-----------------------------------------------------------------------------
// Generates a list of surfaces on the current scan line
//-----------------------------------------------------------------------------
inline void CEdgeList : : UpdateCurrentSurfaceZValues ( float x , float y )
{
// Update the z values of all active surfaces
for ( Surface_t * pSurf = TopSurface ( ) ; ! AtSurfListEnd ( pSurf ) ; pSurf = pSurf - > m_pNextSurface )
{
// NOTE: As long as we assume no interpenetrating surfaces,
// we don't need to re-sort by ooz here.
pSurf - > m_flOOz = ComputeZValue ( pSurf , x , y ) ;
}
}
//-----------------------------------------------------------------------------
// Returns true if pTestSurf is closer (lower z value)
//-----------------------------------------------------------------------------
inline bool CEdgeList : : IsSurfaceBehind ( Surface_t * pTestSurf , Surface_t * pSurf )
{
if ( pTestSurf - > m_flOOz - pSurf - > m_flOOz < = - 1e-6 )
return true ;
if ( pTestSurf - > m_flOOz - pSurf - > m_flOOz > = 1e-6 )
return false ;
// If they're nearly equal, then the thing that's approaching the screen
// more quickly as we ascend in y is closer
return ( pTestSurf - > m_Plane . normal . y > = pSurf - > m_Plane . normal . y ) ;
}
//-----------------------------------------------------------------------------
// Introduces a single new edge
//-----------------------------------------------------------------------------
void CEdgeList : : IntroduceSingleActiveEdge ( const Edge_t * pEdge , float flCurrY )
{
Surface_t * pCurrentSurf = & m_Surfaces [ pEdge - > m_nSurfID ] ;
if ( ! pCurrentSurf - > m_pNextSurface )
{
pCurrentSurf - > m_flOOz = ComputeZValue ( pCurrentSurf , pEdge - > m_flX , flCurrY ) ;
// Determine where to insert the surface into the surface list...
// Insert it so that the surface list is sorted by OOz
Surface_t * pNextSurface = TopSurface ( ) ;
while ( IsSurfaceBehind ( pNextSurface , pCurrentSurf ) )
{
pNextSurface = pNextSurface - > m_pNextSurface ;
}
pCurrentSurf - > m_pNextSurface = pNextSurface ;
pCurrentSurf - > m_pPrevSurface = pNextSurface - > m_pPrevSurface ;
pNextSurface - > m_pPrevSurface = pCurrentSurf ;
pCurrentSurf - > m_pPrevSurface - > m_pNextSurface = pCurrentSurf ;
}
else
{
// This means this edge is associated with a surface
// already in the current surface list
// In this case, simply remove the surface from the surface list
pCurrentSurf - > m_pNextSurface - > m_pPrevSurface = pCurrentSurf - > m_pPrevSurface ;
pCurrentSurf - > m_pPrevSurface - > m_pNextSurface = pCurrentSurf - > m_pNextSurface ;
pCurrentSurf - > m_pPrevSurface = pCurrentSurf - > m_pNextSurface = NULL ;
}
}
//-----------------------------------------------------------------------------
// Reduces the active occlusion edge list to the bare minimum set of edges
//-----------------------------------------------------------------------------
void CEdgeList : : IntroduceNewActiveEdges ( float y )
{
int nEdgeCount = ActualEdgeCount ( ) ;
if ( m_nCurrentEdgeIndex = = nEdgeCount )
return ;
Edge_t * pCurEdge = & EdgeFromSortIndex ( m_nCurrentEdgeIndex ) ;
// Add new edges, computing the x + z coordinates at the requested y value
while ( pCurEdge - > m_vecPosition . y < = y )
{
// This is necessary because of our initial skip up to y == -1.0f
if ( pCurEdge - > m_vecPositionEnd . y > y )
{
float flDy = y - pCurEdge - > m_vecPosition . y ;
pCurEdge - > m_flX = pCurEdge - > m_vecPosition . x + flDy * pCurEdge - > m_flDxDy ;
if ( pCurEdge - > m_vecPositionEnd . y < m_flNextDiscontinuity )
{
m_flNextDiscontinuity = pCurEdge - > m_vecPositionEnd . y ;
}
// Now re-insert in the list, sorted by X
InsertActiveEdge ( LastActiveEdge ( ) , pCurEdge ) ;
}
if ( + + m_nCurrentEdgeIndex = = nEdgeCount )
return ;
pCurEdge = & EdgeFromSortIndex ( m_nCurrentEdgeIndex ) ;
}
// The next edge in y will also present a discontinuity
if ( pCurEdge - > m_vecPosition . y < m_flNextDiscontinuity )
{
m_flNextDiscontinuity = pCurEdge - > m_vecPosition . y ;
}
}
//-----------------------------------------------------------------------------
// Reduces the active edge list into a subset of ones we truly care about
//-----------------------------------------------------------------------------
void CEdgeList : : ReduceActiveEdgeList ( CWingedEdgeList & wingedEdgeList , float flMinY , float flMaxY )
{
// Surface lists should be empty
int i ;
# ifdef DEBUG_OCCLUSION_SYSTEM
for ( i = m_Surfaces . Count ( ) ; - - i > = 0 ; )
{
Assert ( m_Surfaces [ i ] . m_pNextSurface = = NULL ) ;
}
# endif
int nLeaveSurfID = - 1 ;
const Edge_t * pCurEdge = FirstActiveEdge ( ) ;
const Edge_t * pNextEdge ;
// NOTE: This algorithm depends on the fact that the active edge
// list is not only sorted by ascending X, but also because edges
// that land on the same X value are sorted by ascending dy/dx
float flPrevX = pCurEdge - > m_flX ;
for ( ; ! AtListEnd ( pCurEdge ) ; pCurEdge = pNextEdge )
{
if ( pCurEdge - > m_flX ! = flPrevX )
{
UpdateCurrentSurfaceZValues ( pCurEdge - > m_flX , flMinY ) ;
}
IntroduceSingleActiveEdge ( pCurEdge , flMinY ) ;
flPrevX = pCurEdge - > m_flX ;
// If we have coincident edges, we have to introduce them at the same time...
pNextEdge = pCurEdge - > m_pNextActiveEdge ;
if ( ( flPrevX = = pNextEdge - > m_flX ) & & ( pCurEdge - > m_flDxDy = = pNextEdge - > m_flDxDy ) )
continue ;
// If there's more than one overlapping surface at this point,
// we can eliminate some edges.
int nEnterSurfID = TopSurface ( ) - > m_nSurfID ;
// No change in the top surface? No edges needed...
if ( nLeaveSurfID = = nEnterSurfID )
continue ;
Assert ( ( nLeaveSurfID ! = - 1 ) | | ( nEnterSurfID ! = - 1 ) ) ;
int nEdgeSurfID = ( nEnterSurfID ! = - 1 ) ? nEnterSurfID : nLeaveSurfID ;
// Seam up edges...
for ( i = m_nPrevReduceCount ; - - i > = 0 ; )
{
CWingedEdgeList : : WingedEdge_t & testEdge = wingedEdgeList . WingedEdge ( m_pPrevReduceInfo [ i ] . m_nWingedEdge ) ;
if ( ( testEdge . m_nLeaveSurfID ! = nLeaveSurfID ) | | ( testEdge . m_nEnterSurfID ! = nEnterSurfID ) )
continue ;
if ( ( testEdge . m_flDxDy ! = pCurEdge - > m_flDxDy ) | | ( fabs ( testEdge . m_vecPositionEnd . x - pCurEdge - > m_flX ) > = 1e-3 ) )
continue ;
ComputePointAlongEdge ( m_pPrevReduceInfo [ i ] . m_pEdge , nEdgeSurfID , flMaxY , & testEdge . m_vecPositionEnd ) ;
// Don't try to seam up edges that end on this line...
if ( pCurEdge - > m_vecPositionEnd . y > flMaxY )
{
ReduceInfo_t * pNewEdge = & m_pNewReduceInfo [ m_nNewReduceCount ] ;
+ + m_nNewReduceCount ;
pNewEdge - > m_pEdge = m_pPrevReduceInfo [ i ] . m_pEdge ;
pNewEdge - > m_nWingedEdge = m_pPrevReduceInfo [ i ] . m_nWingedEdge ;
}
break ;
}
// This edge didn't exist on the previous y discontinuity line
// We'll need to make a new one
if ( i < 0 )
{
i = wingedEdgeList . AddEdge ( ) ;
CWingedEdgeList : : WingedEdge_t & newWingedEdge = wingedEdgeList . WingedEdge ( i ) ;
newWingedEdge . m_nLeaveSurfID = nLeaveSurfID ;
newWingedEdge . m_nEnterSurfID = nEnterSurfID ;
newWingedEdge . m_flDxDy = pCurEdge - > m_flDxDy ;
ComputePointAlongEdge ( pCurEdge , nEdgeSurfID , flMinY , & newWingedEdge . m_vecPosition ) ;
ComputePointAlongEdge ( pCurEdge , nEdgeSurfID , flMaxY , & newWingedEdge . m_vecPositionEnd ) ;
// Enforce sort order...
// Required because we're computing the x position here, which can introduce error.
if ( i ! = 0 )
{
CWingedEdgeList : : WingedEdge_t & prevWingedEdge = wingedEdgeList . WingedEdge ( i - 1 ) ;
if ( newWingedEdge . m_vecPosition . y = = prevWingedEdge . m_vecPosition . y )
{
if ( newWingedEdge . m_vecPosition . x < prevWingedEdge . m_vecPosition . x )
{
newWingedEdge . m_vecPosition . x = prevWingedEdge . m_vecPosition . x ;
}
}
}
// Don't try to seam up edges that end on this line...
if ( pCurEdge - > m_vecPositionEnd . y > flMaxY )
{
ReduceInfo_t * pNewEdge = & m_pNewReduceInfo [ m_nNewReduceCount ] ;
+ + m_nNewReduceCount ;
pNewEdge - > m_pEdge = pCurEdge ;
pNewEdge - > m_nWingedEdge = i ;
}
# ifdef DEBUG_OCCLUSION_SYSTEM
wingedEdgeList . CheckConsistency ( ) ;
# endif
}
nLeaveSurfID = nEnterSurfID ;
}
Assert ( nLeaveSurfID = = - 1 ) ;
// Msg("\n");
}
//-----------------------------------------------------------------------------
// Discovers the first edge crossing discontinuity
//-----------------------------------------------------------------------------
float CEdgeList : : LocateEdgeCrossingDiscontinuity ( float flNextY , float flPrevY , int & nCount , Edge_t * * ppInfo )
{
nCount = 0 ;
float flCurrX = - FLT_MAX ;
float flNextX = - FLT_MAX ;
float flCurrY = flNextY ;
Vector2D vecDelta , vecIntersection ;
Edge_t * pCurEdge ;
for ( pCurEdge = FirstActiveEdge ( ) ; ! AtListEnd ( pCurEdge ) ; flCurrX = flNextX , pCurEdge = pCurEdge - > m_pNextActiveEdge )
{
// Don't take into account edges that end on the current line
Assert ( pCurEdge - > m_vecPositionEnd . y > = flCurrY ) ;
flNextX = pCurEdge - > m_vecPosition . x + ( flCurrY - pCurEdge - > m_vecPosition . y ) * pCurEdge - > m_flDxDy ;
// Look for an X-crossing... This check helps for nearly co-linear lines
// NOTE: You might think this would crash since it could dereference a NULL
// pointer the first time through the loop, but it never hits that check since the
// first X test is guaranteed to pass
Edge_t * pPrevEdge = pCurEdge - > m_pPrevActiveEdge ;
if ( ( flNextX > flCurrX ) | | ( pPrevEdge - > m_flDxDy < = pCurEdge - > m_flDxDy ) )
continue ;
// This test is necessary to not capture edges that meet at a point...
if ( pPrevEdge - > m_vecPositionEnd = = pCurEdge - > m_vecPositionEnd )
continue ;
Assert ( pPrevEdge - > m_flDxDy ! = pCurEdge - > m_flDxDy ) ;
// Found one! Let's find the intersection of these two
// edges and up the Y discontinuity to that point.
// We'll solve this by doing an intersection of point + plane in 2D...
// For the line, we'll use the previous line where
// P = Pop + D * t, Pop = prevEdge.m_vecPosition, D = [dx dy] = [(dx/dy) 1]
// For the plane, we'll use the current line where
// N * P = d
// Normal is perpendicular to the line, therefore N = [-dy dx] = [-1 (dx/dy)]
// d = DotProduct( N, edge.m_vecPosition ) = N dot Pon
// So, the t that solve the equation is given by t = (d - N dot Pop) / (N dot D)
// Or, t = (N dot Pon - N dot Pop) / (N dot D)
// t = (N dot (Pon - Pop)) / (N dot D)
float flDenominator = 1.0f / ( - pPrevEdge - > m_flDxDy + pCurEdge - > m_flDxDy ) ;
Vector2DSubtract ( pCurEdge - > m_vecPosition . AsVector2D ( ) , pPrevEdge - > m_vecPosition . AsVector2D ( ) , vecDelta ) ;
float flNumerator = - vecDelta . x + pCurEdge - > m_flDxDy * vecDelta . y ;
float t = flNumerator * flDenominator ;
float flYCrossing = pPrevEdge - > m_vecPosition . y + t ;
// Precision errors...
// NOTE: The optimizer unfortunately causes this test to not return ==
// if the bitpattern of flYCrossing and flNextY are the exact same, because it's
// doing the test with the 80bit fp registers. flYCrossing is still sitting in the register
// from the computation on the line above, but flNextY isn't. Therefore it returns not equal.
// That's why I have to do the explicit bitpattern check.
if ( ( flYCrossing > = flNextY ) | | ( * ( int * ) & flYCrossing = = * ( int * ) & flNextY ) )
continue ;
if ( flYCrossing < flPrevY )
{
flYCrossing = flPrevY ;
}
// If we advanced in Y, then reset the edge crossings
if ( flCurrY ! = flYCrossing )
{
flCurrY = flYCrossing ;
nCount = 0 ;
}
Assert ( nCount < MAX_EDGE_CROSSINGS ) ;
flNextX = pPrevEdge - > m_vecPosition . x + t * pPrevEdge - > m_flDxDy ;
ppInfo [ nCount + + ] = pCurEdge ;
}
return flCurrY ;
}
//-----------------------------------------------------------------------------
// Advances the X values of the active edge list, with no reordering
//-----------------------------------------------------------------------------
void CEdgeList : : AdvanceActiveEdgeList ( float flCurrY )
{
m_flNextDiscontinuity = FLT_MAX ;
// Advance all edges until the current Y; we don't need to re-order *any* edges.
Edge_t * pCurEdge ;
Edge_t * pNextEdge ;
float flPrevX = - FLT_MAX ;
for ( pCurEdge = FirstActiveEdge ( ) ; ! AtListEnd ( pCurEdge ) ; pCurEdge = pNextEdge )
{
pNextEdge = pCurEdge - > m_pNextActiveEdge ;
if ( pCurEdge - > m_vecPositionEnd . y < = flCurrY )
{
UnlinkActiveEdge ( pCurEdge ) ;
continue ;
}
pCurEdge - > m_flX = pCurEdge - > m_vecPosition . x + ( flCurrY - pCurEdge - > m_vecPosition . y ) * pCurEdge - > m_flDxDy ;
// Eliminate precision errors by guaranteeing sort ordering...
if ( pCurEdge - > m_flX < flPrevX )
{
pCurEdge - > m_flX = flPrevX ;
}
else
{
flPrevX = pCurEdge - > m_flX ;
}
if ( pCurEdge - > m_vecPositionEnd . y < m_flNextDiscontinuity )
{
m_flNextDiscontinuity = pCurEdge - > m_vecPositionEnd . y ;
}
}
}
//-----------------------------------------------------------------------------
// Reorders the active edge list based on where edge crossings occur
//-----------------------------------------------------------------------------
void CEdgeList : : ReorderActiveEdgeList ( int nCount , Edge_t * * ppCrossings )
{
int nCurCrossing = 0 ;
while ( nCurCrossing < nCount )
{
// Re-order the list where the edge crossing occurred.
// For all edges that passed through the exact same point, we need only
// reverse the order of those edges. At the same time, slam the X value of each
// crossing edge to reduce precision errors
Edge_t * pCurCrossing = ppCrossings [ nCurCrossing + + ] ;
Edge_t * pFirstCrossing = pCurCrossing - > m_pPrevActiveEdge ;
// First, bring shared (or nearly shared) edges into the crossing list...
while ( pFirstCrossing - > m_pPrevActiveEdge - > m_flX = = pFirstCrossing - > m_flX )
{
pFirstCrossing = pFirstCrossing - > m_pPrevActiveEdge ;
}
// Find the last crossing...
Edge_t * pLastCrossing = pCurCrossing - > m_pNextActiveEdge ;
Edge_t * pPrevCrossing = pCurCrossing ;
while ( true )
{
if ( ( nCurCrossing < nCount ) & & ( pLastCrossing = = ppCrossings [ nCurCrossing ] ) )
{
pPrevCrossing = pLastCrossing ;
pLastCrossing = pLastCrossing - > m_pNextActiveEdge ;
+ + nCurCrossing ;
continue ;
}
if ( pPrevCrossing - > m_flX ! = pLastCrossing - > m_flX )
break ;
pLastCrossing = pLastCrossing - > m_pNextActiveEdge ;
}
// This should always be true, since there's always an edge at FLT_MAX.
Assert ( pLastCrossing ) ;
// Slam all x values to be the same to avoid precision errors...
// This guarantees that this crossing at least will occur
float flXCrossing = pFirstCrossing - > m_flX ;
for ( Edge_t * pCrossing = pFirstCrossing - > m_pNextActiveEdge ; pCrossing ! = pLastCrossing ; pCrossing = pCrossing - > m_pNextActiveEdge )
{
pCrossing - > m_flX = flXCrossing ;
}
}
// Now re-insert everything to take into account other edges which may well have
// crossed on this line
Edge_t * pEdge ;
Edge_t * pNextEdge ;
for ( pEdge = FirstActiveEdge ( ) ; ! AtListEnd ( pEdge ) ; pEdge = pNextEdge )
{
pNextEdge = pEdge - > m_pNextActiveEdge ;
Edge_t * pPrevEdge = pEdge - > m_pPrevActiveEdge ;
if ( pPrevEdge - > m_flX = = pEdge - > m_flX )
{
UnlinkActiveEdge ( pEdge ) ;
InsertActiveEdge ( pPrevEdge , pEdge ) ;
}
}
}
//-----------------------------------------------------------------------------
// Reduces the active occlusion edge list to the bare minimum set of edges
//-----------------------------------------------------------------------------
void CEdgeList : : SpewActiveEdgeList ( float y , bool bHex )
{
Edge_t * pEdge = FirstActiveEdge ( ) ;
Msg ( " %.3f : " , y ) ;
while ( ! AtListEnd ( pEdge ) )
{
if ( ! bHex )
{
Msg ( " (%d %.3f [%d]) " , ( int ) ( pEdge - m_Edges . Base ( ) ) , pEdge - > m_flX , pEdge - > m_nSurfID ) ;
}
else
{
Msg ( " (%d %X [%d]) " , ( int ) ( pEdge - m_Edges . Base ( ) ) , * ( int * ) & pEdge - > m_flX , pEdge - > m_nSurfID ) ;
}
pEdge = pEdge - > m_pNextActiveEdge ;
}
Msg ( " \n " ) ;
}
//-----------------------------------------------------------------------------
// Checks consistency of the edge list...
//-----------------------------------------------------------------------------
void CEdgeList : : CheckConsistency ( )
{
Edge_t * pEdge = FirstActiveEdge ( ) ;
while ( ! AtListEnd ( pEdge ) )
{
Edge_t * pPrevEdge = pEdge - > m_pPrevActiveEdge ;
Assert ( pEdge - > m_flX > = pPrevEdge - > m_flX ) ;
if ( pEdge - > m_flX = = pPrevEdge - > m_flX )
{
// End point check necessary because of precision errors
Assert ( ( pEdge - > m_flDxDy > = pPrevEdge - > m_flDxDy ) | | ( pEdge - > m_vecPositionEnd = = pPrevEdge - > m_vecPositionEnd ) ) ;
}
pEdge = pEdge - > m_pNextActiveEdge ;
}
}
//-----------------------------------------------------------------------------
// Reduces the active occlusion edge list to the bare minimum set of edges
//-----------------------------------------------------------------------------
void CEdgeList : : ReduceActiveList ( CWingedEdgeList & newEdgeList )
{
int nEdgeCount = ActualEdgeCount ( ) ;
if ( nEdgeCount = = 0 )
return ;
// Copy the surfaces over
int nCount = m_Surfaces . Count ( ) ;
// newEdgeList.m_Surfaces.EnsureCapacity( nCount );
for ( int i = 0 ; i < nCount ; + + i )
{
newEdgeList . AddSurface ( m_Surfaces [ i ] . m_Plane ) ;
}
Edge_t * pEdgeCrossings [ MAX_EDGE_CROSSINGS ] ;
ReduceInfo_t * pBuf [ 2 ] ;
pBuf [ 0 ] = ( ReduceInfo_t * ) stackalloc ( nEdgeCount * sizeof ( ReduceInfo_t ) ) ;
pBuf [ 1 ] = ( ReduceInfo_t * ) stackalloc ( nEdgeCount * sizeof ( ReduceInfo_t ) ) ;
m_nPrevReduceCount = m_nNewReduceCount = 0 ;
int nIndex = 0 ;
ResetActiveEdgeList ( ) ;
ClearCurrentSurfaceList ( ) ;
// We can skip everything up to y = -1.0f; since that's offscreen
float flPrevY = NextDiscontinuity ( ) ;
flPrevY = fpmax ( - 1.0f , flPrevY ) ;
m_flNextDiscontinuity = FLT_MAX ;
IntroduceNewActiveEdges ( flPrevY ) ;
int nEdgeCrossingCount = 0 ;
bool bDone = false ;
while ( ! bDone )
{
// Don't immediately progress to the next discontinuity if there are edge crossings.
float flNextY = LocateEdgeCrossingDiscontinuity ( NextDiscontinuity ( ) , flPrevY , nEdgeCrossingCount , pEdgeCrossings ) ;
# ifdef DEBUG_OCCLUSION_SYSTEM
if ( s_bSpew )
{
// Debugging spew
SpewActiveEdgeList ( flPrevY ) ;
}
# endif
// Reduce the active edge list
m_pNewReduceInfo = pBuf [ 1 - nIndex ] ;
m_pPrevReduceInfo = pBuf [ nIndex ] ;
m_nPrevReduceCount = m_nNewReduceCount ;
m_nNewReduceCount = 0 ;
// Add a small epsilon so we occlude things on the top edge at y = 1.0
if ( flNextY > = 1.001f )
{
flNextY = 1.001f ;
bDone = true ;
}
ReduceActiveEdgeList ( newEdgeList , flPrevY , flNextY ) ;
flPrevY = flNextY ;
// Advance the active edge list, with no resorting necessary!!
AdvanceActiveEdgeList ( flNextY ) ;
// If we had an edge crossing, re-order the edges. Otherwise introduce new active edges
if ( ! nEdgeCrossingCount )
{
IntroduceNewActiveEdges ( flNextY ) ;
// Keep advancing the active edge list until it's got no more discontinuities
if ( NextDiscontinuity ( ) = = FLT_MAX )
return ;
}
else
{
ReorderActiveEdgeList ( nEdgeCrossingCount , pEdgeCrossings ) ;
// The next edge in y will also present a discontinuity
if ( m_nCurrentEdgeIndex < nEdgeCount )
{
float flNextEdgeY = EdgeFromSortIndex ( m_nCurrentEdgeIndex ) . m_vecPosition . y ;
if ( flNextEdgeY < m_flNextDiscontinuity )
{
m_flNextDiscontinuity = flNextEdgeY ;
}
}
}
# ifdef DEBUG_OCCLUSION_SYSTEM
CheckConsistency ( ) ;
# endif
nIndex = 1 - nIndex ;
}
}
//-----------------------------------------------------------------------------
// Used to debug the occlusion system
//-----------------------------------------------------------------------------
void CEdgeList : : QueueVisualization ( unsigned char * pColor )
{
# ifndef SWDS
if ( ! r_visocclusion . GetInt ( ) )
return ;
int nFirst = g_EdgeVisualization . AddMultipleToTail ( m_Edges . Count ( ) ) ;
for ( int i = m_Edges . Count ( ) ; - - i > = 0 ; )
{
EdgeVisualizationInfo_t & info = g_EdgeVisualization [ nFirst + i ] ;
info . m_vecPoint [ 0 ] = m_Edges [ i ] . m_vecPosition ;
info . m_vecPoint [ 1 ] = m_Edges [ i ] . m_vecPositionEnd ;
* ( int * ) ( info . m_pColor ) = * ( int * ) pColor ;
}
# endif
}
void CEdgeList : : Visualize ( unsigned char * pColor )
{
# ifndef SWDS
if ( ! r_visocclusion . GetInt ( ) )
return ;
CMatRenderContextPtr pRenderContext ( materials ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_VIEW ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_PROJECTION ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > Bind ( g_pMaterialWireframeVertexColorIgnoreZ ) ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( ) ;
CMeshBuilder meshBuilder ;
meshBuilder . Begin ( pMesh , MATERIAL_LINES , m_Edges . Count ( ) ) ;
int i ;
for ( i = m_Edges . Count ( ) ; - - i > = 0 ; )
{
meshBuilder . Position3fv ( m_Edges [ i ] . m_vecPosition . Base ( ) ) ;
meshBuilder . Color4ubv ( pColor ) ;
meshBuilder . AdvanceVertex ( ) ;
meshBuilder . Position3fv ( m_Edges [ i ] . m_vecPositionEnd . Base ( ) ) ;
# ifdef DEBUG_OCCLUSION_SYSTEM
meshBuilder . Color4ub ( 0 , 0 , 255 , 255 ) ;
# else
meshBuilder . Color4ubv ( pColor ) ;
# endif
meshBuilder . AdvanceVertex ( ) ;
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PopMatrix ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_VIEW ) ;
pRenderContext - > PopMatrix ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_PROJECTION ) ;
pRenderContext - > PopMatrix ( ) ;
# endif
}
//-----------------------------------------------------------------------------
// Implementation of IOcclusionSystem
//-----------------------------------------------------------------------------
class COcclusionSystem : public IOcclusionSystem
{
public :
COcclusionSystem ( ) ;
~ COcclusionSystem ( ) ;
// Inherited from IOcclusionSystem
virtual void ActivateOccluder ( int nOccluderIndex , bool bActive ) ;
virtual void SetView ( const Vector & vecCameraPos , float flFOV , const VMatrix & worldToCamera , const VMatrix & cameraToProjection , const VPlane & nearClipPlane ) ;
virtual bool IsOccluded ( const Vector & vecAbsMins , const Vector & vecAbsMaxs ) ;
virtual void SetOcclusionParameters ( float flMaxOccludeeArea , float flMinOccluderArea ) ;
virtual float MinOccluderArea ( ) const ;
virtual void DrawDebugOverlays ( ) ;
private :
struct AxisAlignedPlane_t
{
int m_nAxis ;
float m_flSign ;
float m_flDist ;
} ;
// Recomputes the edge list for occluders
void RecomputeOccluderEdgeList ( ) ;
// Is the point inside the near plane?
bool IsPointInsideNearPlane ( const Vector & vecPos ) const ;
void IntersectWithNearPlane ( const Vector & vecStart , const Vector & vecEnd , Vector & outPos ) const ;
// Clips a polygon to the near clip plane
int ClipPolygonToNearPlane ( Vector * * ppVertices , int nVertexCount , Vector * * ppOutVerts , bool * pClipped ) const ;
// Project world-space verts + add into the edge list
void AddPolygonToEdgeList ( CEdgeList & edgeList , Vector * * ppPolygon , int nCount , int nSurfID , bool bClipped ) ;
// Computes the plane equation of a polygon in screen space from a camera-space plane
void ComputeScreenSpacePlane ( const cplane_t & cameraSpacePlane , cplane_t * pScreenSpacePlane ) ;
// Used to clip the screen space polygons to the screen
void ResetClipTempVerts ( ) ;
int ClipPolygonToAxisAlignedPlane ( Vector * * ppVertices , int nVertexCount ,
const AxisAlignedPlane_t & plane , Vector * * ppOutVerts ) const ;
// Is the point within an axis-aligned plane?
bool IsPointInsideAAPlane ( const Vector & vecPos , const AxisAlignedPlane_t & plane ) const ;
void IntersectWithAAPlane ( const Vector & vecStart , const Vector & vecEnd , const AxisAlignedPlane_t & plane , Vector & outPos ) const ;
// Stitches up clipped vertices
void StitchClippedVertices ( Vector * pVertices , int nCount ) ;
private :
// Per-frame information
bool m_bEdgeListDirty ;
VMatrix m_WorldToProjection ;
VMatrix m_WorldToCamera ;
float m_flXProjScale ;
float m_flYProjScale ;
float m_flProjDistScale ;
float m_flProjDistOffset ;
Vector m_vecCameraPosition ; // in world space
cplane_t m_NearClipPlane ;
float m_flNearPlaneDist ;
float m_flFOVFactor ;
CEdgeList m_EdgeList ;
CWingedEdgeList m_WingedEdgeList ;
CUtlVector < Vector > m_ClippedVerts ;
float m_flMaxOccludeeArea ;
float m_flMinOccluderArea ;
// Stats
int m_nTests ;
int m_nOccluded ;
} ;
static COcclusionSystem g_OcclusionSystem ;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
IOcclusionSystem * OcclusionSystem ( )
{
return & g_OcclusionSystem ;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
COcclusionSystem : : COcclusionSystem ( ) : m_ClippedVerts ( 0 , 64 )
{
m_bEdgeListDirty = false ;
m_nTests = 0 ;
m_nOccluded = 0 ;
m_flMinOccluderArea = DEFAULT_MIN_OCCLUDER_AREA ;
m_flMaxOccludeeArea = DEFAULT_MAX_OCCLUDEE_AREA ;
}
COcclusionSystem : : ~ COcclusionSystem ( )
{
}
//-----------------------------------------------------------------------------
// Occlusion parameters?
//-----------------------------------------------------------------------------
void COcclusionSystem : : SetOcclusionParameters ( float flMaxOccludeeArea , float flMinOccluderArea )
{
m_flMaxOccludeeArea = ( flMaxOccludeeArea ? flMaxOccludeeArea : DEFAULT_MAX_OCCLUDEE_AREA ) * 0.01f ;
m_flMinOccluderArea = ( flMinOccluderArea ? flMinOccluderArea : DEFAULT_MIN_OCCLUDER_AREA ) ;
}
float COcclusionSystem : : MinOccluderArea ( ) const
{
return m_flMinOccluderArea ;
}
//-----------------------------------------------------------------------------
// Is the point within the near plane?
//-----------------------------------------------------------------------------
inline bool COcclusionSystem : : IsPointInsideNearPlane ( const Vector & vecPos ) const
{
return DotProduct ( vecPos , m_NearClipPlane . normal ) > = m_NearClipPlane . dist ;
}
inline void COcclusionSystem : : IntersectWithNearPlane ( const Vector & vecStart , const Vector & vecEnd , Vector & outPos ) const
{
Vector vecDir ;
VectorSubtract ( vecEnd , vecStart , vecDir ) ;
float t = IntersectRayWithPlane ( vecStart , vecDir , m_NearClipPlane . normal , m_NearClipPlane . dist ) ;
VectorLerp ( vecStart , vecEnd , t , outPos ) ;
}
//-----------------------------------------------------------------------------
// Clips a surface to the near clip plane
// FIXME: This blows: a *third* S-H clipper in the engine! All because the
// vertex formats are different owing to different goals of the 3 clippers
//-----------------------------------------------------------------------------
static Vector s_TempVertMemory [ 256 ] ;
int COcclusionSystem : : ClipPolygonToNearPlane ( Vector * * ppVertices , int nVertexCount , Vector * * ppOutVerts , bool * pClipped ) const
{
* pClipped = false ;
if ( nVertexCount < 3 )
return 0 ;
// Ye Olde Sutherland-Hodgman clipping algorithm
int nOutVertCount = 0 ;
int nNewVertCount = 0 ;
Vector * pStart = ppVertices [ nVertexCount - 1 ] ;
bool bStartInside = IsPointInsideNearPlane ( * pStart ) ;
for ( int i = 0 ; i < nVertexCount ; + + i )
{
Vector * pEnd = ppVertices [ i ] ;
bool bEndInside = IsPointInsideNearPlane ( * pEnd ) ;
if ( bEndInside )
{
if ( ! bStartInside )
{
// Started outside, ended inside, need to clip the edge
ppOutVerts [ nOutVertCount ] = & s_TempVertMemory [ nNewVertCount + + ] ;
IntersectWithNearPlane ( * pStart , * pEnd , * ppOutVerts [ nOutVertCount ] ) ;
+ + nOutVertCount ;
* pClipped = true ;
}
ppOutVerts [ nOutVertCount + + ] = pEnd ;
}
else
{
if ( bStartInside )
{
// Started inside, ended outside, need to clip the edge
ppOutVerts [ nOutVertCount ] = & s_TempVertMemory [ nNewVertCount + + ] ;
IntersectWithNearPlane ( * pStart , * pEnd , * ppOutVerts [ nOutVertCount ] ) ;
+ + nOutVertCount ;
* pClipped = true ;
}
}
pStart = pEnd ;
bStartInside = bEndInside ;
}
return nOutVertCount ;
}
//-----------------------------------------------------------------------------
// Is the point within an axis-aligned plane?
//-----------------------------------------------------------------------------
inline bool COcclusionSystem : : IsPointInsideAAPlane ( const Vector & vecPos , const AxisAlignedPlane_t & plane ) const
{
return vecPos [ plane . m_nAxis ] * plane . m_flSign > = plane . m_flDist ;
}
inline void COcclusionSystem : : IntersectWithAAPlane ( const Vector & vecStart , const Vector & vecEnd , const AxisAlignedPlane_t & plane , Vector & outPos ) const
{
float t = IntersectRayWithAAPlane ( vecStart , vecEnd , plane . m_nAxis , plane . m_flSign , plane . m_flDist ) ;
VectorLerp ( vecStart , vecEnd , t , outPos ) ;
}
//-----------------------------------------------------------------------------
// Clips a surface to the edges of the screen (axis-aligned planes)
//-----------------------------------------------------------------------------
static int s_nTempVertCount = 0 ;
void COcclusionSystem : : ResetClipTempVerts ( )
{
s_nTempVertCount = 0 ;
}
int COcclusionSystem : : ClipPolygonToAxisAlignedPlane ( Vector * * ppVertices , int nVertexCount ,
const AxisAlignedPlane_t & plane , Vector * * ppOutVerts ) const
{
// Ye Olde Sutherland-Hodgman clipping algorithm
int nOutVertCount = 0 ;
Vector * pStart = ppVertices [ nVertexCount - 1 ] ;
bool bStartInside = IsPointInsideAAPlane ( * pStart , plane ) ;
for ( int i = 0 ; i < nVertexCount ; + + i )
{
Vector * pEnd = ppVertices [ i ] ;
bool bEndInside = IsPointInsideAAPlane ( * pEnd , plane ) ;
if ( bEndInside )
{
if ( ! bStartInside )
{
// Started outside, ended inside, need to clip the edge
ppOutVerts [ nOutVertCount ] = & s_TempVertMemory [ s_nTempVertCount + + ] ;
IntersectWithAAPlane ( * pStart , * pEnd , plane , * ppOutVerts [ nOutVertCount ] ) ;
+ + nOutVertCount ;
}
ppOutVerts [ nOutVertCount + + ] = pEnd ;
}
else
{
if ( bStartInside )
{
// Started inside, ended outside, need to clip the edge
ppOutVerts [ nOutVertCount ] = & s_TempVertMemory [ s_nTempVertCount + + ] ;
IntersectWithAAPlane ( * pStart , * pEnd , plane , * ppOutVerts [ nOutVertCount ] ) ;
+ + nOutVertCount ;
}
}
pStart = pEnd ;
bStartInside = bEndInside ;
}
return nOutVertCount ;
}
//-----------------------------------------------------------------------------
// Computes the plane equation of a polygon in screen space from a world-space plane
//-----------------------------------------------------------------------------
void COcclusionSystem : : ComputeScreenSpacePlane ( const cplane_t & cameraSpacePlane , cplane_t * pScreenSpacePlane )
{
// Here's how this is computed:
// If the *camera* space plane is Ax+By+Cz = D,
// and xs = -(xf) * x/z, ys = -(yf) y/z, zs = - (zc + zf * ooz)
// Then x = -xs * z / xf, y = -ys * z / yf, ooz = -(zs + zc) / zf
// So - A * xs * z / xf - B * ys * z / yf + C * z = D
// - A xs / xf - B ys / yf + C = D * ooz
// (A/D) xs/xf + (B/D) ys/yf + ooz = (C/D)
// (A/D) xs/xf + (B/D) ys/yf - (zs + zc) / zf = (C/D)
// -(A/D) xs/xf - (B/D) ys/yf + (zs + zc) / zf = -(C/D)
// -zf * (A/D) xs/xf - zf * (B/D) ys/yf + zs = -zf * (C/D) - zc
// Let A' = -zf/xf*(A/D), B' = -zf/yf*(B/D), D' = -zf * (C/D) - zc
// A' xs + B' ys + zs = D' is the screen space plane equation
float ooD = ( cameraSpacePlane . dist ! = 0 ) ? ( 1.0f / cameraSpacePlane . dist ) : 0.0f ;
pScreenSpacePlane - > normal . x = cameraSpacePlane . normal . x * ooD * m_flXProjScale ;
pScreenSpacePlane - > normal . y = cameraSpacePlane . normal . y * ooD * m_flYProjScale ;
pScreenSpacePlane - > normal . z = 1 ;
pScreenSpacePlane - > dist = cameraSpacePlane . normal . z * ooD * m_flProjDistScale + m_flProjDistOffset ;
}
//-----------------------------------------------------------------------------
// Stitches up clipped vertices
//-----------------------------------------------------------------------------
void COcclusionSystem : : StitchClippedVertices ( Vector * pVertices , int nCount )
{
for ( int i = 0 ; i < nCount ; + + i )
{
// Only stitch ones that have been clipped by the near clip plane
if ( fabs ( pVertices [ i ] . z ) > 1e-3 )
continue ;
int j ;
for ( j = m_ClippedVerts . Count ( ) ; - - j > = 0 ; )
{
if ( VectorsAreEqual ( pVertices [ i ] , m_ClippedVerts [ j ] , 1e-3 ) )
{
pVertices [ i ] = m_ClippedVerts [ j ] ;
break ;
}
}
if ( j < 0 )
{
MEM_ALLOC_CREDIT ( ) ;
// No match found...
m_ClippedVerts . AddToTail ( pVertices [ i ] ) ;
}
}
}
//-----------------------------------------------------------------------------
// Project world-space verts + add into the edge list
//-----------------------------------------------------------------------------
void COcclusionSystem : : AddPolygonToEdgeList ( CEdgeList & edgeList , Vector * * ppPolygon , int nCount , int nSurfID , bool bClipped )
{
// Transform the verts into projection space
// Transform into projection space (extra logic here is to simply guarantee that we project each vert exactly once)
int nMaxClipVerts = ( nCount * 4 ) ;
int nClipCount , nClipCount1 ;
Vector * * ppClipVertex = ( Vector * * ) stackalloc ( nMaxClipVerts * sizeof ( Vector * ) ) ;
Vector * * ppClipVertex1 = ( Vector * * ) stackalloc ( nMaxClipVerts * sizeof ( Vector * ) ) ;
Vector * pVecProjectedVertex = ( Vector * ) stackalloc ( nCount * sizeof ( Vector ) ) ;
int k ;
for ( k = 0 ; k < nCount ; + + k )
{
Vector3DMultiplyPositionProjective ( m_WorldToProjection , * ( ppPolygon [ k ] ) , pVecProjectedVertex [ k ] ) ;
// Clamp needed to avoid precision problems.
// if ( pVecProjectedVertex[k].z < 0.0f )
// pVecProjectedVertex[k].z = 0.0f;
pVecProjectedVertex [ k ] . z * = ( pVecProjectedVertex [ k ] . z > 0.0f ) ;
ppClipVertex [ k ] = & pVecProjectedVertex [ k ] ;
}
// Clip vertices to the screen in x,y...
AxisAlignedPlane_t aaPlane ;
aaPlane . m_nAxis = 0 ;
aaPlane . m_flDist = - 1 ;
aaPlane . m_flSign = - 1 ;
nClipCount = nCount ;
ResetClipTempVerts ( ) ;
nClipCount1 = ClipPolygonToAxisAlignedPlane ( ppClipVertex , nClipCount , aaPlane , ppClipVertex1 ) ;
if ( nClipCount1 < 3 )
return ;
Assert ( nClipCount1 < nMaxClipVerts ) ;
aaPlane . m_flSign = 1 ;
nClipCount = ClipPolygonToAxisAlignedPlane ( ppClipVertex1 , nClipCount1 , aaPlane , ppClipVertex ) ;
if ( nClipCount < 3 )
return ;
Assert ( nClipCount < nMaxClipVerts ) ;
aaPlane . m_nAxis = 1 ;
nClipCount1 = ClipPolygonToAxisAlignedPlane ( ppClipVertex , nClipCount , aaPlane , ppClipVertex1 ) ;
if ( nClipCount1 < 3 )
return ;
Assert ( nClipCount1 < nMaxClipVerts ) ;
aaPlane . m_flSign = - 1 ;
nClipCount = ClipPolygonToAxisAlignedPlane ( ppClipVertex1 , nClipCount1 , aaPlane , ppClipVertex ) ;
if ( nClipCount < 3 )
return ;
Assert ( nClipCount < nMaxClipVerts ) ;
// Compute the screen area...
float flScreenArea = 0.0f ;
int nLastClipVert = nClipCount - 1 ;
for ( k = 1 ; k < nLastClipVert ; + + k )
{
// Using area times two simply because it's faster...
float flTriArea = TriArea2DTimesTwo ( ( * ppClipVertex [ 0 ] ) , ( * ppClipVertex [ k ] ) , ( * ppClipVertex [ k + 1 ] ) ) ;
Assert ( flTriArea < = 1e-3 ) ;
if ( flTriArea < 0 )
{
flScreenArea + = - flTriArea ;
}
}
edgeList . SetSurfaceArea ( nSurfID , flScreenArea ) ;
// If there's a clipped vertex, attempt to seam up with other edges...
if ( bClipped )
{
StitchClippedVertices ( pVecProjectedVertex , nCount ) ;
}
// Add in the edges of the *unclipped* polygon: to avoid precision errors
Vector * ppEdgeVertices [ 2 ] ;
int nLastVert = nCount - 1 ;
ppEdgeVertices [ 1 ] = & pVecProjectedVertex [ nLastVert ] ;
for ( k = 0 ; k < nLastVert ; + + k )
{
ppEdgeVertices [ k & 0x1 ] = & pVecProjectedVertex [ k ] ;
edgeList . AddEdge ( ppEdgeVertices , nSurfID ) ;
}
ppEdgeVertices [ nLastVert & 0x1 ] = & pVecProjectedVertex [ nLastVert ] ;
edgeList . AddEdge ( ppEdgeVertices , nSurfID ) ;
}
//-----------------------------------------------------------------------------
// Recomputes the occluder edge list
//-----------------------------------------------------------------------------
void COcclusionSystem : : RecomputeOccluderEdgeList ( )
{
if ( ! m_bEdgeListDirty )
return ;
// Tracker 17772: If building cubemaps can end up calling into here w/o cl.pAreaBits setup yet, oh well.
if ( ! cl . m_bAreaBitsValid & & CommandLine ( ) - > FindParm ( " -buildcubemaps " ) )
return ;
m_bEdgeListDirty = false ;
m_EdgeList . RemoveAll ( ) ;
m_WingedEdgeList . Clear ( ) ;
m_ClippedVerts . RemoveAll ( ) ;
mvertex_t * pVertices = host_state . worldbrush - > vertexes ;
int * pIndices = host_state . worldbrush - > occludervertindices ;
doccluderdata_t * pOccluders = host_state . worldbrush - > occluders ;
int i , j , k ;
for ( i = host_state . worldbrush - > numoccluders ; - - i > = 0 ; )
{
if ( pOccluders [ i ] . flags & OCCLUDER_FLAGS_INACTIVE )
continue ;
// Skip the occluder if it's in a disconnected area
if ( cl . m_chAreaBits & &
( cl . m_chAreaBits [ pOccluders [ i ] . area > > 3 ] & ( 1 < < ( pOccluders [ i ] . area & 0x7 ) ) ) = = 0 )
continue ;
int nSurfID = pOccluders [ i ] . firstpoly ;
int nSurfCount = pOccluders [ i ] . polycount ;
for ( j = 0 ; j < nSurfCount ; + + j , + + nSurfID )
{
doccluderpolydata_t * pSurf = & host_state . worldbrush - > occluderpolys [ nSurfID ] ;
int nFirstVertexIndex = pSurf - > firstvertexindex ;
int nVertexCount = pSurf - > vertexcount ;
// If the surface is backfacing, blow it off...
const cplane_t & surfPlane = host_state . worldbrush - > planes [ pSurf - > planenum ] ;
if ( DotProduct ( surfPlane . normal , m_vecCameraPosition ) < = surfPlane . dist )
continue ;
// Clip to the near plane (has to be done in world space)
Vector * * ppSurfVerts = ( Vector * * ) stackalloc ( ( nVertexCount ) * sizeof ( Vector * ) ) ;
Vector * * ppClipVerts = ( Vector * * ) stackalloc ( ( nVertexCount * 2 ) * sizeof ( Vector * ) ) ;
for ( k = 0 ; k < nVertexCount ; + + k )
{
int nVertIndex = pIndices [ nFirstVertexIndex + k ] ;
ppSurfVerts [ k ] = & ( pVertices [ nVertIndex ] . position ) ;
}
bool bClipped ;
int nClipCount = ClipPolygonToNearPlane ( ppSurfVerts , nVertexCount , ppClipVerts , & bClipped ) ;
Assert ( nClipCount < = ( nVertexCount * 2 ) ) ;
if ( nClipCount < 3 )
continue ;
cplane_t projectionSpacePlane ;
cplane_t cameraSpacePlane ;
MatrixTransformPlane ( m_WorldToCamera , surfPlane , cameraSpacePlane ) ;
ComputeScreenSpacePlane ( cameraSpacePlane , & projectionSpacePlane ) ;
int nEdgeSurfID = m_EdgeList . AddSurface ( projectionSpacePlane ) ;
// Transform into projection space (extra logic here is to simply guarantee that we project each vert exactly once)
AddPolygonToEdgeList ( m_EdgeList , ppClipVerts , nClipCount , nEdgeSurfID , bClipped ) ;
}
}
m_EdgeList . CullSmallOccluders ( ) ;
m_EdgeList . ReduceActiveList ( m_WingedEdgeList ) ;
// Msg("Edge count %d -> %d\n", m_EdgeList.EdgeCount(), m_WingedEdgeList.EdgeCount() );
// Draw the occluders
unsigned char color [ 4 ] = { 255 , 255 , 255 , 255 } ;
m_WingedEdgeList . QueueVisualization ( color ) ;
}
//-----------------------------------------------------------------------------
// Occluder list management
//-----------------------------------------------------------------------------
void COcclusionSystem : : ActivateOccluder ( int nOccluderIndex , bool bActive )
{
if ( ( nOccluderIndex > = host_state . worldbrush - > numoccluders ) | | ( nOccluderIndex < 0 ) )
return ;
if ( bActive )
{
host_state . worldbrush - > occluders [ nOccluderIndex ] . flags & = ~ OCCLUDER_FLAGS_INACTIVE ;
}
else
{
host_state . worldbrush - > occluders [ nOccluderIndex ] . flags | = OCCLUDER_FLAGS_INACTIVE ;
}
m_bEdgeListDirty = true ;
}
void COcclusionSystem : : SetView ( const Vector & vecCameraPos , float flFOV , const VMatrix & worldToCamera ,
const VMatrix & cameraToProjection , const VPlane & nearClipPlane )
{
m_vecCameraPosition = vecCameraPos ;
m_WorldToCamera = worldToCamera ;
// See ComputeScreenSpacePlane() for the use of these constants
m_flXProjScale = - cameraToProjection [ 2 ] [ 3 ] / cameraToProjection [ 0 ] [ 0 ] ;
m_flYProjScale = - cameraToProjection [ 2 ] [ 3 ] / cameraToProjection [ 1 ] [ 1 ] ;
m_flProjDistScale = - cameraToProjection [ 2 ] [ 3 ] ;
m_flProjDistOffset = - cameraToProjection [ 2 ] [ 2 ] ;
MatrixMultiply ( cameraToProjection , worldToCamera , m_WorldToProjection ) ;
m_NearClipPlane . normal = nearClipPlane . m_Normal ;
m_NearClipPlane . dist = nearClipPlane . m_Dist ;
m_NearClipPlane . type = 3 ;
m_bEdgeListDirty = true ;
m_flNearPlaneDist = - ( DotProduct ( vecCameraPos , m_NearClipPlane . normal ) - m_NearClipPlane . dist ) ;
Assert ( m_flNearPlaneDist > 0.0f ) ;
m_flFOVFactor = m_flNearPlaneDist * tan ( flFOV * 0.5f * M_PI / 180.0f ) ;
m_flFOVFactor = m_flNearPlaneDist / m_flFOVFactor ;
m_flFOVFactor * = m_flFOVFactor ;
if ( r_occlusionspew . GetInt ( ) )
{
if ( m_nTests )
{
float flPercent = 100.0f * ( ( float ) m_nOccluded / ( float ) m_nTests ) ;
Msg ( " Occl %.2f (%d/%d) \n " , flPercent , m_nOccluded , m_nTests ) ;
m_nTests = 0 ;
m_nOccluded = 0 ;
}
}
}
//-----------------------------------------------------------------------------
// Used to build the quads to test for occlusion
//-----------------------------------------------------------------------------
static int s_pFaceIndices [ 6 ] [ 4 ] =
{
{ 0 , 4 , 6 , 2 } , // -x
{ 1 , 3 , 7 , 5 } , // +x
{ 0 , 1 , 5 , 4 } , // -y
{ 2 , 6 , 7 , 3 } , // +y
{ 0 , 2 , 3 , 1 } , // -z
{ 4 , 5 , 7 , 6 } , // +z
} ;
static int s_pSourceIndices [ 8 ] =
{
- 1 , 0 , 0 , 1 , 0 , 1 , 2 , 3
} ;
static int s_pDeltaIndices [ 8 ] =
{
- 1 , 0 , 1 , 1 , 2 , 2 , 2 , 2
} ;
static unsigned char s_VisualizationColor [ 2 ] [ 4 ] =
{
{ 255 , 0 , 0 , 255 } ,
{ 0 , 255 , 0 , 255 }
} ;
struct EdgeInfo_t
{
unsigned char m_nVert [ 2 ] ;
unsigned char m_nFace [ 2 ] ;
int m_nTestCount ;
int m_nMinVert ;
} ;
// NOTE: The face indices here have to very carefully ordered for the algorithm
// to work. They must be ordered so that vert0 -> vert1 is clockwise
// for the first face listed and vert1 -> vert0 is clockwise for the 2nd face listed
static EdgeInfo_t s_pEdges [ 12 ] =
{
{ { 0 , 1 } , { 2 , 4 } , 0 , 0 } , // 0: Edge between -y + -z
{ { 2 , 0 } , { 0 , 4 } , 0 , 0 } , // 1: Edge between -x + -z
{ { 1 , 3 } , { 1 , 4 } , 0 , 0 } , // 2: Edge between +x + -z
{ { 3 , 2 } , { 3 , 4 } , 0 , 0 } , // 3: Edge between +y + -z
{ { 0 , 4 } , { 0 , 2 } , 0 , 0 } , // 4: Edge between -x + -y
{ { 5 , 1 } , { 1 , 2 } , 0 , 0 } , // 5: Edge between +x + -y
{ { 6 , 2 } , { 0 , 3 } , 0 , 0 } , // 6: Edge between -x + +y
{ { 3 , 7 } , { 1 , 3 } , 0 , 0 } , // 7: Edge between +x + +y
{ { 5 , 4 } , { 2 , 5 } , 0 , 0 } , // 8: Edge between -y + +z
{ { 4 , 6 } , { 0 , 5 } , 0 , 0 } , // 9: Edge between -x + +z
{ { 7 , 5 } , { 1 , 5 } , 0 , 0 } , // 10:Edge between +x + +z
{ { 6 , 7 } , { 3 , 5 } , 0 , 0 } , // 11:Edge between +y + +z
} ;
static int s_pFaceEdges [ 6 ] [ 4 ] =
{
{ 4 , 9 , 6 , 1 } ,
{ 2 , 7 , 10 , 5 } ,
{ 0 , 5 , 8 , 4 } ,
{ 6 , 11 , 7 , 3 } ,
{ 1 , 3 , 2 , 0 } ,
{ 8 , 10 , 11 , 9 } ,
} ;
//-----------------------------------------------------------------------------
// Occlusion checks
//-----------------------------------------------------------------------------
static CWingedEdgeList s_WingedTestEdgeList ;
class WingedEdgeLessFunc
{
public :
bool Less ( const int & src1 , const int & src2 , void * pCtx )
{
Vector * pVertices = ( Vector * ) pCtx ;
EdgeInfo_t * pEdge1 = & s_pEdges [ src1 ] ;
EdgeInfo_t * pEdge2 = & s_pEdges [ src2 ] ;
Vector * pV1 = & pVertices [ pEdge1 - > m_nVert [ pEdge1 - > m_nMinVert ] ] ;
Vector * pV2 = & pVertices [ pEdge2 - > m_nVert [ pEdge2 - > m_nMinVert ] ] ;
if ( pV1 - > y < pV2 - > y )
return true ;
if ( pV1 - > y > pV2 - > y )
return false ;
if ( pV1 - > x < pV2 - > x )
return true ;
if ( pV1 - > x > pV2 - > x )
return false ;
// This is the same as the following line:
// return (pEdge1->m_flDxDy <= pEdge2->m_flDxDy);
Vector2D dEdge1 , dEdge2 ;
Vector2DSubtract ( pVertices [ pEdge1 - > m_nVert [ 1 - pEdge1 - > m_nMinVert ] ] . AsVector2D ( ) , pV1 - > AsVector2D ( ) , dEdge1 ) ;
Vector2DSubtract ( pVertices [ pEdge2 - > m_nVert [ 1 - pEdge2 - > m_nMinVert ] ] . AsVector2D ( ) , pV2 - > AsVector2D ( ) , dEdge2 ) ;
Assert ( dEdge1 . y > = 0.0f ) ;
Assert ( dEdge2 . y > = 0.0f ) ;
return dEdge1 . x * dEdge2 . y < = dEdge1 . y * dEdge2 . x ;
}
} ;
bool COcclusionSystem : : IsOccluded ( const Vector & vecAbsMins , const Vector & vecAbsMaxs )
{
if ( r_occlusion . GetInt ( ) = = 0 )
return false ;
VPROF_BUDGET ( " COcclusionSystem::IsOccluded " , VPROF_BUDGETGROUP_OCCLUSION ) ;
// @MULTICORE (toml 9/11/2006): need to eliminate this mutex
static CThreadFastMutex mutex ;
AUTO_LOCK ( mutex ) ;
RecomputeOccluderEdgeList ( ) ;
// No occluders? Then the edge list isn't occluded
if ( m_WingedEdgeList . EdgeCount ( ) = = 0 )
return false ;
// Don't occlude things that have large screen area
// Use a super cheap but inaccurate screen area computation
Vector vecCenter ;
VectorAdd ( vecAbsMaxs , vecAbsMins , vecCenter ) ;
vecCenter * = 0.5f ;
vecCenter - = m_vecCameraPosition ;
float flDist = DotProduct ( m_NearClipPlane . normal , vecCenter ) ;
if ( flDist < = 0.0f )
return false ;
flDist + = m_flNearPlaneDist ;
Vector vecSize ;
VectorSubtract ( vecAbsMaxs , vecAbsMins , vecSize ) ;
float flRadiusSq = DotProduct ( vecSize , vecSize ) * 0.25f ;
float flScreenArea = m_flFOVFactor * flRadiusSq / ( flDist * flDist ) ;
float flMaxSize = r_occludeemaxarea . GetFloat ( ) * 0.01f ;
if ( flMaxSize = = 0.0f )
{
flMaxSize = m_flMaxOccludeeArea ;
}
if ( flScreenArea > = flMaxSize )
return false ;
// Clear out its state
s_WingedTestEdgeList . Clear ( ) ;
// NOTE: This assumes that frustum culling has already occurred on this object
// If that were not the case, we'd need to add a little extra into this
// (probably a single plane test, which tests if the box is wholly behind the camera )
// Convert the bbox into a max of 3 quads...
const Vector * pCornerVert [ 2 ] = { & vecAbsMins , & vecAbsMaxs } ;
// Compute the 8 box verts, and transform them into projective space...
// NOTE: We'd want to project them *after* the plane test if there were
// no frustum culling.
int i ;
Vector pVecProjectedVertex [ 8 ] ;
// NOTE: The code immediately below is an optimized version of this loop
// The optimization takes advantage of the fact that the verts are all
// axis aligned.
// Vector vecBoxVertex;
// for ( i = 0; i < 8; ++i )
// {
// vecBoxVertex.x = pCornerVert[ (i & 0x1) ]->x;
// vecBoxVertex.y = pCornerVert[ (i & 0x2) >> 1 ]->y;
// vecBoxVertex.z = pCornerVert[ (i & 0x4) >> 2 ]->z;
// Vector3DMultiplyPositionProjective( m_WorldToProjection, vecBoxVertex, pVecProjectedVertex[ i ] );
// if ( pVecProjectedVertex[ i ].z <= 0.0f )
// return false;
// }
Vector4D vecProjVert [ 8 ] ;
Vector4D vecDeltaProj [ 3 ] ;
Vector4D vecAbsMins4D ( vecAbsMins . x , vecAbsMins . y , vecAbsMins . z , 1.0f ) ;
Vector4DMultiply ( m_WorldToProjection , vecAbsMins4D , vecProjVert [ 0 ] ) ;
if ( vecProjVert [ 0 ] . w < = 0.0f )
return false ;
float flOOW = 1.0f / vecProjVert [ 0 ] . w ;
vecDeltaProj [ 0 ] . Init ( vecSize . x * m_WorldToProjection [ 0 ] [ 0 ] , vecSize . x * m_WorldToProjection [ 1 ] [ 0 ] , vecSize . x * m_WorldToProjection [ 2 ] [ 0 ] , vecSize . x * m_WorldToProjection [ 3 ] [ 0 ] ) ;
vecDeltaProj [ 1 ] . Init ( vecSize . y * m_WorldToProjection [ 0 ] [ 1 ] , vecSize . y * m_WorldToProjection [ 1 ] [ 1 ] , vecSize . y * m_WorldToProjection [ 2 ] [ 1 ] , vecSize . y * m_WorldToProjection [ 3 ] [ 1 ] ) ;
vecDeltaProj [ 2 ] . Init ( vecSize . z * m_WorldToProjection [ 0 ] [ 2 ] , vecSize . z * m_WorldToProjection [ 1 ] [ 2 ] , vecSize . z * m_WorldToProjection [ 2 ] [ 2 ] , vecSize . z * m_WorldToProjection [ 3 ] [ 2 ] ) ;
pVecProjectedVertex [ 0 ] . Init ( vecProjVert [ 0 ] . x * flOOW , vecProjVert [ 0 ] . y * flOOW , vecProjVert [ 0 ] . z * flOOW ) ;
if ( pVecProjectedVertex [ 0 ] . z < = 0.0f )
return false ;
for ( i = 1 ; i < 8 ; + + i )
{
int nIndex = s_pSourceIndices [ i ] ;
int nDelta = s_pDeltaIndices [ i ] ;
Vector4DAdd ( vecProjVert [ nIndex ] , vecDeltaProj [ nDelta ] , vecProjVert [ i ] ) ;
if ( vecProjVert [ i ] . w < = 0.0f )
return false ;
flOOW = 1.0f / vecProjVert [ i ] . w ;
pVecProjectedVertex [ i ] . Init ( vecProjVert [ i ] . x * flOOW , vecProjVert [ i ] . y * flOOW , vecProjVert [ i ] . z * flOOW ) ;
if ( pVecProjectedVertex [ i ] . z < = 0.0f )
return false ;
}
// Precompute stuff needed by the loop over faces below
float pSign [ 2 ] = { - 1 , 1 } ;
Vector vecDelta [ 2 ] ;
VectorSubtract ( * pCornerVert [ 0 ] , m_vecCameraPosition , vecDelta [ 0 ] ) ;
VectorSubtract ( m_vecCameraPosition , * pCornerVert [ 1 ] , vecDelta [ 1 ] ) ;
// Determine which faces + edges are visible...
+ + m_nTests ;
int pSurfInd [ 6 ] ;
for ( i = 0 ; i < 6 ; + + i )
{
int nDim = ( i > > 1 ) ;
int nInd = i & 0x1 ;
// Try to backface cull each of the 6 box faces
if ( vecDelta [ nInd ] [ nDim ] < = 0.0f )
{
pSurfInd [ i ] = - 1 ;
continue ;
}
cplane_t cameraSpacePlane , projectionSpacePlane ;
float flSign = pSign [ nInd ] ;
float flPlaneDist = ( * pCornerVert [ nInd ] ) [ nDim ] * flSign ;
MatrixTransformAxisAlignedPlane ( m_WorldToCamera , nDim , flSign , flPlaneDist , cameraSpacePlane ) ;
ComputeScreenSpacePlane ( cameraSpacePlane , & projectionSpacePlane ) ;
int nSurfID = s_WingedTestEdgeList . AddSurface ( projectionSpacePlane ) ;
pSurfInd [ i ] = nSurfID ;
// Mark edges as being used...
int * pFaceEdges = s_pFaceEdges [ i ] ;
s_pEdges [ pFaceEdges [ 0 ] ] . m_nTestCount = m_nTests ;
s_pEdges [ pFaceEdges [ 1 ] ] . m_nTestCount = m_nTests ;
s_pEdges [ pFaceEdges [ 2 ] ] . m_nTestCount = m_nTests ;
s_pEdges [ pFaceEdges [ 3 ] ] . m_nTestCount = m_nTests ;
}
// Sort edges by minimum Y + dx/dy...
int pEdgeSort [ 12 ] ;
CUtlSortVector < int , WingedEdgeLessFunc > edgeSort ( pEdgeSort , 12 ) ;
edgeSort . SetLessContext ( pVecProjectedVertex ) ;
for ( i = 0 ; i < 12 ; + + i )
{
// Skip non-visible edges
EdgeInfo_t * pEdge = & s_pEdges [ i ] ;
if ( pEdge - > m_nTestCount ! = m_nTests )
continue ;
pEdge - > m_nMinVert = ( pVecProjectedVertex [ pEdge - > m_nVert [ 0 ] ] . y > = pVecProjectedVertex [ pEdge - > m_nVert [ 1 ] ] . y ) ;
edgeSort . Insert ( i ) ;
}
// Now add them into the winged edge list, in sorted order...
int nEdgeCount = edgeSort . Count ( ) ;
for ( i = 0 ; i < nEdgeCount ; + + i )
{
EdgeInfo_t * pEdge = & s_pEdges [ edgeSort [ i ] ] ;
// The enter + leave ids depend entirely on which edge is further up
// This works because the edges listed in s_pEdges show the edges as they
// would be visited in *clockwise* order
const Vector & startVert = pVecProjectedVertex [ pEdge - > m_nVert [ pEdge - > m_nMinVert ] ] ;
const Vector & endVert = pVecProjectedVertex [ pEdge - > m_nVert [ 1 - pEdge - > m_nMinVert ] ] ;
int nLeaveSurfID = pSurfInd [ pEdge - > m_nFace [ pEdge - > m_nMinVert ] ] ;
int nEnterSurfID = pSurfInd [ pEdge - > m_nFace [ 1 - pEdge - > m_nMinVert ] ] ;
s_WingedTestEdgeList . AddEdge ( startVert , endVert , nLeaveSurfID , nEnterSurfID ) ;
}
# ifdef DEBUG_OCCLUSION_SYSTEM
s_WingedTestEdgeList . CheckConsistency ( ) ;
# endif
// Now let's see if this edge list is occluded or not..
bool bOccluded = m_WingedEdgeList . IsOccludingEdgeList ( s_WingedTestEdgeList ) ;
if ( bOccluded )
{
+ + m_nOccluded ;
}
s_WingedTestEdgeList . QueueVisualization ( s_VisualizationColor [ bOccluded ] ) ;
return bOccluded ;
}
//-----------------------------------------------------------------------------
// Used to debug the occlusion system
//-----------------------------------------------------------------------------
void VisualizeQueuedEdges ( )
{
# ifndef SWDS
if ( ! g_EdgeVisualization . Count ( ) )
return ;
CMatRenderContextPtr pRenderContext ( materials ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_VIEW ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_PROJECTION ) ;
pRenderContext - > PushMatrix ( ) ;
pRenderContext - > LoadIdentity ( ) ;
pRenderContext - > Bind ( g_pMaterialWireframeVertexColorIgnoreZ ) ;
IMesh * pMesh = pRenderContext - > GetDynamicMesh ( ) ;
CMeshBuilder meshBuilder ;
meshBuilder . Begin ( pMesh , MATERIAL_LINES , g_EdgeVisualization . Count ( ) ) ;
int i ;
for ( i = g_EdgeVisualization . Count ( ) ; - - i > = 0 ; )
{
EdgeVisualizationInfo_t & info = g_EdgeVisualization [ i ] ;
meshBuilder . Position3fv ( info . m_vecPoint [ 0 ] . Base ( ) ) ;
meshBuilder . Color4ubv ( info . m_pColor ) ;
meshBuilder . AdvanceVertex ( ) ;
meshBuilder . Position3fv ( info . m_vecPoint [ 1 ] . Base ( ) ) ;
# ifdef DEBUG_OCCLUSION_SYSTEM
meshBuilder . Color4ub ( 0 , 0 , 255 , 255 ) ;
# else
meshBuilder . Color4ubv ( info . m_pColor ) ;
# endif
meshBuilder . AdvanceVertex ( ) ;
}
meshBuilder . End ( ) ;
pMesh - > Draw ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_MODEL ) ;
pRenderContext - > PopMatrix ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_VIEW ) ;
pRenderContext - > PopMatrix ( ) ;
pRenderContext - > MatrixMode ( MATERIAL_PROJECTION ) ;
pRenderContext - > PopMatrix ( ) ;
g_EdgeVisualization . RemoveAll ( ) ;
# endif
}
//-----------------------------------------------------------------------------
// Render debugging overlay
//-----------------------------------------------------------------------------
void COcclusionSystem : : DrawDebugOverlays ( )
{
// Draw the occludees
VisualizeQueuedEdges ( ) ;
}